Hello, I wanna share a build that came up with the new Detonate Dead of Chain Reaction gem.
The main idea is simple, we use DD of Chain Reaction to proc multiple high damage explosions which poisons the enemies.
Why Necro? Because it is damn tanky, and has good QOL for self-cast DD builds.
How we poison? Because Original Sin is 1+ mirror (would literally double my DPS), I decided to use Beacon of the Madness boots, a very underused unique item which gives us these 3 stats:
- All damage can poison
- 100% chance to poison
- Chaos explosions (which also poison and create chain reactions)
All this 3 stats are enabled when we enable Glorious Madness buff given by the boots. The downside of this buff is that it inflicts delirious debuffs each second, alternating among 4 debuffs, they have a total duration of 20 seconds and the expiration time is reseted when the same debuff is applied again, they stack up to 10 times.
The debuffs from wiki are:
The most annoying debuffs are paralysing touch and diluting touch, how we fixed it?
Paralysing touch can be ignored by things that prevent your action speed to be reduced below base value, we had a few options as Necromancer on this case:
1 - Animated Guardian with Garb of the Ephemeral.
2 - The Balance of Terror with: Action Speed cannot be Slowed below Base Value if you've cast Temporal Chains in the past 10 seconds.
Because we already used The Balance of Terror on the build to proc Wither, that was the method used on the build to bypass Paralysing Touch.
Diluting Touch can be managed with a Mageblood of course, and investing into increased flask Effect, but even a perfect rolled flask with 55% chance to Avoid being Shocked during Effect + 25% increased effect + 70% increased effect from enchant, would not be enought to hold our elemental ailment immunity at 10 stacks. How we fix?
- Single abyss jewel with a minimum of 44% chance to Avoid Being Shocked, giving us 151% avoidance and at 10 stacks we have 101%.
The other 2 debuffs are irrelevant beacuse necro is so damn tanky with recovery ES on block and max block.
Now to prevent we reach 10 stacks of each debuff we invest on Debuffs on you expire faster, reaching a total of 293%, making each debuff lasts for 5,08 seconds. The ideal point is 300% according to other people that did the math.
Here is a video of me clearing a T16 mid juiced map reaching 9 stacks of delirium rewards:
https://youtube.com/watch?v=lhSy5UXG9eI&si=bHOIBYVs23lFWws5
POB: https://pobb.in/EUKGY5Jzyc4e