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Enki's Lowlife Bane Occultist - 3.17

4 years ago47

by destroyermaker

2.17M

DPS

93.9K

Effective HP

7.74K

Energy Shield

Overview

Enki's Lowlife Bane Occultist - 3.17 is a Path of Exile Occultist build by destroyermaker, made for the Kalandra league (3.19). It is centered on Bane and plays as a chaos, trigger, intelligence, spell archetype. In Path of Building it reaches 2.17M DPS with 93.9K effective HP, 78 life, 7.74K energy shield. Suited for: Mapping, Delve, Essence, Heist. Key uniques include Endgame Belt - Ascent From Flesh, Endgame Helmet - Crown of the Inward Eye, Endgame Shield - Prism Guardian, Endgame Body Armour - Shavronne's Wrappings, Endgame Amulet - Presence of Chayula.

destroyermaker's Notes

----------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------- Enki's Chaos DoT Occultist ------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------- Act 1-10 ------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------------------------------------- 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) ----------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------- Maps & Endgame -------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------------------------- 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

Gear

Endgame Weapon
Endgame Helmet - Crown of the Inward Eye
Endgame Body Armour - Shavronne's Wrappings
Endgame Amulet - Presence of Chayula
Endgame Curse Ring
Endgame Ring
Endgame Gloves
Endgame Belt - Ascent From Flesh
Endgame Boots
Endgame Shield - Prism Guardian
Endgame Jewel
Endgame Jewel
Endgame Medium Cluster Jewel
Endgame Small Cluster Jewel
Endgame Large Cluster Jewel
Endgame Jewel - Watcher's Eye
Endgame Jewel - Energy From Within
Endgame Medium Cluster Jewel

Skills

Gloves

  • BaneBane21/20WMain
  • DespairDespair20/20W
  • Temporal ChainsTemporal Chains20/20W
  • Void ManipulationVoid Manipulation20/20W

Body Armour

  • Essence DrainEssence Drain21/20W
  • Void ManipulationVoid Manipulation20/20W
  • Controlled DestructionControlled Destruction20/20W
  • Swift AfflictionSwift Affliction20/20W
  • EfficacyEfficacy20/20W
  • EmpowerEmpower3/20W

Boots

  • FrostblinkFrostblink20/20W
  • Withering StepWithering Step20/20W
  • Arcane SurgeArcane Surge7W
  • Increased DurationIncreased Duration20/20W

Helmet

  • Purity of ElementsPurity of Elements20W
  • Vaal DisciplineVaal Discipline21W
  • Defiance BannerDefiance Banner20/20W
  • Herald of AshHerald of Ash21W

Weapon 2

  • MalevolenceMalevolence21W
  • ZealotryZealotry20W
  • GraceGrace21W

Weapon 1

  • Immortal CallImmortal Call11/20W
  • Cast when Damage TakenCast when Damage Taken9/20W
  • Increased DurationIncreased Duration20/20W

Ring 1

  • DespairDespair1W

Ring 2

  • Aspect of the Spider20W

Passive Tree

Passive tree 3.19
scroll to zoom
Occultist
Occultist
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Arakaali, Soul of Gruthkul

Character Stats

Level
95

Damage

Full DPS
2.17M
Combined DPS
673.88K
Hit DPS
0
With Poison DPS
0
With Ignite DPS
0
With Bleed DPS
0
Damage over Time
673.88K
Culling DPS
0
Average Hit
0

Attack & Crit

Attack/Cast Rate
2.17/s
Crit Chance
0%
Crit Multiplier
150%
Mana Cost
27
Life Cost
0

Defence

Effective Hit Pool
93.9K
Life
78
Energy Shield
7.74K
Mana
274
Ward
0
Armour
2.92K
Evasion
19.03K
Phys Damage Reduction
34%

Mitigation & Avoidance

Block
22%
Spell Block
0%
Spell Suppression
0%
Evade (Melee)
74%
Evade (Projectile)
74%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+20%)
Cold Resistance
75% (+20%)
Lightning Resistance
76% (+24%)
Chaos Resistance
75% (+1%)

Max Hit Taken

Physical
30.36K
Fire
37.21K
Cold
37.21K
Lightning
38.5K
Chaos
31.26K

Recovery

Life Regen
0/s
ES Regen
263.06/s
ES Recharge
7.74K/s
Mana Regen
70.1/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
130
Intelligence
398
Dexterity
160
Movement Speed
99%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0
Item Rarity
30%