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The Devouring DiademSadima's TouchThe PariahThe PariahImpresenceGoldwyrmStygian Vise

So this became a little more than I first intended, I just wanted to put this here to give some inspiration to the community, what my thought process is and why I think this could be quite the pog.

My incentives to do this take a while to explain, this is the tl;dr:

- I dislike Expedition map encounters, but I adore logbooks.

- Artifacts are key. I don't care what quant does to the vendor currencies, I can buy that stuff. Artifacts I cannot. Always focus on artifacts over anything else in logbooks.

- Quant affects the rate at which stacks of artifacts drop from monsters. This multiplies with "inc quantity of artifacts from monsters" remnant mods, so basically the more quant you have, the more often stacks drop, which are multiplied by the remnant mods. Mods like pack size, more magic/rare monsters etc are also really useful. Rarity does nothing to artifacts, afaik at least.

- Chests are usually the primary source of artifacts from logbooks, but are absolutely unaffected by quant or rarity. They are still the go-to choice, I am just trying to juice what I can in logbooks, which are the mobs.

The smoothest logbook farmer I have played to date is TR Champ. Raider is also a choice, but the tankiness of Champ feels really, really good, essentially having less logbooks "bricked" because you die too often.

TR because it is dot, non-hit based, so also not crit based, doesn't need ailments to work, etc. The only two remnant mods to be avoided are "immune to chaos" and "cannot evade attacks". I even skip Determination and any dedicated armour stacking, since the overwhelm, impale, etc remnants are so common. The reason for minimising remnant mods the build cannot deal with is ofc to improve rewards. The more mods there are your build cannot deal with, the more likely you will miss out on good rewards. The less, the less.

Also TR has basically zero gem pressure and can afford to yeet a lot of gear in favour of quant, all you really need is the bow, a good quiver and a good helmet, the rest can easily be replaced with quant gear.

So here's the pob: https://pastebin.com/sUKc6fjD

ed: a little more polished version: https://pastebin.com/himTNEuf

After receiving some due roasting and some initial denial, I am ready to concede. Purity of Elements is not as necessary as I first thought, I can get res capped from jewels and freeze immune from pantheon. Curse immunity remnant is too common, so investing in second curse and Impresence won't be worth. I still won't use Determination, imo it's a dead aura for logbooks. I still put it in there, it will be up to you. Ofc I will use it for levelling, just not for farming. I think I'll just skip third aura completely. Also going back into the cluster makes suppression cap a little more difficult, but not impossible. And with a free amu slot I can go for some dmg or might even try Bisco's Collar. Ofc you are free to build this however you like, if you choose to play this too.

​

A few things to note (first pob):

- Suppression isn't capped, but the remainder can be achieved with a couple nodes or a flask.

- I am not sure if Devouring Diadem will be enough for mana cost upkeep, I will need to work around reservation problems. There are multiple choices, like annoint, helmet, tree, the new rmr mod on jewels, enlighten, mana cost flask suffix, etc. So I don't worry about this too much. Also because It's mostly to get Malevolence, which is like 50% more dmg for this build. I could skip it and go for something like Aspect of the Spider or something.

- I skip cluster setup to get second curse to have Enfeeble, would make the build unbelievably tanky, may not be necessary. Also, again, depending on wether Enfeeble will stay as good as it is now. Damage is fine, cluster setup would only be like 20-30% more dmg. Also going for cluster is more expensive and makes suppression cap more difficult.

- Res can be easily capped with jewel suffixes I believe, maybe take some res from tree. Purity of Elements helps capping res a lot, also ailment immunity. Chaos res is another thing.

- I left the chest slot open because I am not the biggest fan of Greed's Empbrace, could get suppression, second curse, maybe even frenzy charge on hit or something from a rare chest. I will decide when I am actually there.

- I know the aoe isn't optimal, especially with Devouring Diadem, but it doesn't worry me too much (optimal aoe without alt qual conc is 39% inc aoe, afair).

- The Styg is just a placeholder, might go for some quant belt, but I will need some res, str and int from somewhere. Could go for some Ventors instead of Pariahs or some actually good gloves, either way I skip some iiq.

- There's always space for some cheap Watcher's Eye, maybe chaos res from Purity of Elements, -mana cost from Clarity, inc chance to evade from Grace is also really good. Maybe classic dot multi Malevolence, suppression from Grace, phys taken as, etc.

- All in all I get like 50-80% iiq. Previously about 60-70% of my artis came from chests, but by pushing mob quant it should even out, maybe even become less than what I get from mobs. All in all I expect a decent increase in artifact drops. I'll even vaal my logbooks to get some 8 mod ones, just recently found out that's even a thing.

- Speaking of which, TR can also ignore most logbook mods, only ones I can think of that can become really dangerous would be "players are cursed with x", as I don't get any curse mitigation. Also reduced aura effect might uncap res, other than that I can't think of any "bricking" mods.

​

And a final little drop of information, for those who tortured themselves to read this far: the single best logbook layout, without a doubt, beyond reasoning, is: Vaal Temple. Most of the time you get most of the temple, simply because it's all cramped together. It's the most linear layout, you have only two choices of where to go first. You can spawn a lot of mobs in this logbook, more so, and especially much easier and consistently, than in any other logbook layout. Only downside is it doesn't have the best layout rewards (gems and oils).

Also I am someone who speeds through the logbook first to see which way I should go, best mods are always runics duplicated, inc quant of artis, pack size, inc number of magic/rare. The rest is just nice to have.

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Life

3514

Mana

125

Energy Shield

330

DPS

4M

Effective Hit Pool

21.57K

Chaos Res

-23

Fire Res

75

Cold Res

63

Lightning Res

64

Armour

1K

Evasion

27K

Block

0 | 0

Crit Chance

5%

Crit Multi

150%

Rage

0

Strength

86

Intelligence

127

Dexterity

296

Ward

0

Item Quantity

10%

Item Rarity

0%

Movement Speed

16%

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Conqueror
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Inspirational
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Magebane
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Art of the Gladiator
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Atrophy
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Avatar of the Hunt
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Ballistics
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Blood Siphon
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Bravery
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Charisma
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Coordination
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Entropy
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Exceptional Performance
Exceptional Performance
Finesse
Finesse
Growth and Decay
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Heart of Oak
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Herbalism
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Hunter's Gambit
Hunter's Gambit
Influence
Influence
Instinct
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Inveterate
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Master Fletcher
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Reflexes
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Revenge of the Hunted
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Trickery
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Wasting
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Whispers of Doom
Whispers of Doom
Written in Blood
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KönigLeonidas

Divinia collected this build from this reddit post.