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----------------------------------------------------- Enki's Chaos DoT Occultist ------------------------------------------------------------------
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This POB includes all steps for the Passive Tree, Gems and Equipment to progress this build from Twilight Strand to Endgame.
Contents
- Act 1-10
- Passives
- Equipment
- Gems
- Maps & Endgame
- Passives
- Equipment
- Gems
- Playstyle
- Mapmods
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----------------------------------------------------------------- Act 1-10 ------------------------------------------------------------------------------
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Your character slowly comes together while progressing through the campaign, which can be seen as tutorial.
Take your time to read every passive skill, gem and item you take to understand what they do.
Holding ALT while hovering over them can sometimes give you additional information.
Here's some generic advice for new players to check out:
https://poe.maxroll.gg/category/getting-started
A full act by act walkthrough can be found here:
https://poe.maxroll.gg/getting-started/campaign-guide
Passives
Your passive tree progression can be found in the "Tree" section, with goals for each act and beyond.
Click on the drop-down in the bottom left corner that says "Finished Build" by default to choose between them.
Equipment
All your gear needs during the campaign is Life and Elemental Resistances, additionally Movement Speed on Boots.
Use two Wands and craft them at Level 8 and once again at Level 20 with the following recipes:
- Magic-rarity Wand + Normal-rarity Sapphire Ring + Orb of Alteration (Level 8)
- Magic-rarity Wand + Rare-rarity Sapphire Ring + Orb of Alteration (Level 20)
After swapping to Bane, replace your Wands with some that have Spell Damage on them.
Get your Fire-, Cold- and Lightning Resistance capped at 75% by the end of Act 3.
Defeating Kitava in Act 5 / 10 gives you a -30% resistance reduction that you need to make up for with your gear.
Better resistance rolls on higher level gear, Essences and your Crafting Bench can help with that.
Keep your Life and Mana Flasks updated, By the start of Act 7 you shouldn't need the Mana Flask any longer.
Get the following Flasks from quests and use the Menagerie to craft the following Suffixes on them:
- Quicksilver Flask (Mercy Mission, Act 1)
- Quicksilver Flask (The Great White Beast, Act 2) - craft ..of the Lizard
- Jade Flask (The Key to Freedom, Act 5) - craft ..of the Deer
- Quartz Flask (The Silver Locket, Act 7) replaces Mana Flask - craft ..of the Conger
- Silver Flask (Safe Passage, Act 10) replaces Quicksilver Flask from Act 1 - craft ..of the Urchin
Gems
The gem setup mainly expands over the first four acts, where you unlock most gems through quests.
Some are directly offered as reward, the other gems can be bought from the towns gem vendor.
Below you can find which gems to use and which quest unlocks them.
Use these as your damaging spells until Level 24.
Freezing Pulse (Enemy at the Gate, Act 1) -> Creeping Frost (The Siren's Cadence, Act 1)
+ Lesser Multiple Projectiles (The Caged Brute, Act 1)
+ Added Cold Damage (The Caged Brute, Act 1)
Frost Bomb (Breaking Some Eggs, Act 1)
+ Added Cold Damage (The Caged Brute, Act 1)
+ Elemental Focus (Sharp and Cruel, Act 2)
Replace them with the following two setups after unlocking Bane.
Bane (Lost in Love, Act 3)
+ Void Manipulation (The Caged Brute, Act 1)
+ Controlled Destruction (Sharp and Cruel, Act 2)
+ Despair (Lost in Love, Act 3)
Essence Drain (The Siren's Cadence, Act 1)
+ Void Manipulation (The Caged Brute, Act 1)
+ Controlled Destruction (Sharp and Cruel, Act 2)
+ Swift Affliction (A Fixture of Fate, Act 3)
These gems are used regardless of which of the above setups you're at.
Herald of Ice (Intruders in Black, Act 2) -> Malevolence (Lost in Love, Act 3)
+ Grace (A Fixture of Fate, Act 3) after allocating Sovereignty
+ Defiance Banner (A Fixture of Fate, Act 3) after allocating Sovereignty
Frostblink (Breaking Some Eggs, Act 1)
+ Withering Step (The Caged Brute, Act 1)
+ Arcane Surge (Twilight Strand, Act 1) keep it at level 7
+ Increased Duration (A Fixture of Fate, Act 3)
Steelskin (Breaking Some Eggs, Act 1)
+ Increased Duration (A Fixture of Fate, Act 3)
+ Cast when Damage Taken (The Eternal Nightmare, Act 4)
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--------------------------------------------------------- Maps & Endgame --------------------------------------------------------------------------
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Before you jump into maps, you can farm Delve, Heist or the Blood Aqueduct in Act 9 to get currency and prepare your gear.
Passives
Besides the act passive trees, there are four additional trees to show how to progress the build further into endgame.
For the starting node change, put some points into the Intelligence nodes first, then remove the unwanted nodes.
Equipment
The gear section includes multiple progression steps with their own example gear, and High Budget Options to push the build further.
Base Items and Resistance Allocation don't have to be taken too literal, it's alright to get something similar (E.g. Cold Res instead of Fire Res).
Use the Life and Energy Shield values as orientation, don't use gear with values that are far below them.
The Early Maps setup is pretty basic gear that allows you to progress through the atlas while gaining currency.
Enchantments and Implicits don't play much of a role yet, as you will replace this gear later anyway.
The Midgame setup is your first step into the Lowlife setup and requires you to switch from the pre-Lowlife to Lowlife passive tree.
Required are Shavronne's Wrappings, Prism Guardian, Presence of Chayula and the Champion of the Cause anointment.
The other uniques are good, but can be substituted with rares until you can afford them.
Speaking of rares, they mostly need high Energy Shield and an open suffix to craft Strength + Dexterity.
Having Curse on Hit (ideally Despair) on a ring together with Herald of Ash massively increases your clearspeed.
The other ring is a good spot to craft Aspect of the Spider on for additional single target damage.
The Endgame setup finalizes the build and includes Enchantments and Eldritch Implicits.
Eldritch Implicits can be rolled manually on any non-influenced, non-corrupted and non-mirrored piece of gear.
Gems
The gem setups are directly tied to each gear progression step. Enable each setup of the according tier and disable the others.
To properly show your damage output, you also have to choose the right Bane setup under Main Skill on the left side.
The Early Game setup is foe pre-Lowlife, the Midgame and Endgame setups are used after the Lowlife switch.
The Endgame setup shows which gems benefit from having quality as well as which Awakened Gems to aim for.
A few gems have to stay at certain levels to work properly:
Arcane Surge needs to stay at Level 7.
Cast when Damage Taken needs to stay at Level 9.
Immortal Call needs to stay at Level 11.
Playstyle
Use Withering Step near enemies and then kill them with Bane. Keep all your Utility Flasks up. That's pretty much it.
Bossfights
Replace Herald of Ash with Aspect of the Spider, then start the fight with Withering Step, then use Bane and Essence Drain.
Keep cycling between those while staying close to the back of the boss. Move away if they charge up any AoE skills.
Mapmods
Avoid: No Regeneration
Damage losses: Monster Life, reduced Aura Effect, Buffs expire faster, less Curse Effect, + Chaos Resistance, Enfeeble, Temporal Chains