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PoE 3.22·Ancestor·Necromancer

Using Fury Valve + Blazing Salvo to summon 9 phantasms at once (in Black Zenith gloves); prototype/idea

by kapectas2 years ago10

DPS
1.94M
Effective HP
45.86K
Life
3.33K
Level
100
Min budget

Overview

Using Fury Valve + Blazing Salvo to summon 9 phantasms at once (in Black Zenith gloves); prototype/idea is a Path of Exile Necromancer build by kapectas, made for the Ancestor league (3.22). It is centered on Blazing Salvo and plays as a intelligence, spell, area, fire archetype. In Path of Building it reaches 1.94M DPS with 45.86K effective HP, 3.33K life, 695 energy shield. Suited for: Simulacrum. Key uniques include Black Zenith, Severed in Sleep, Devoto's Devotion, String of Servitude, Bottled Faith.

Build Video

kapectas's Notes

I've been fascinated by the Black Zenith gloves for a while, since they're a wonderful puzzle piece; you can get huge damage but in return you have to solve this really irritating cooldown puzzle. We've already had one build that solves this with Flamewood totems, and while I'm not going to claim this build idea is as good as that, it's certainly another approach.

(tl:dr; fury valve + sniper's + return makes blazing salvo shotgun so hard it spawns a bunch of phantasms even on single targets, and phantasms in Black Zenith gloves get 150% more hit damage, so they're just really good, but last only 6 seconds. very rough pob: https://pobb.in/n0vWHE8tAcAL)

So what happens if you put minions in Black Zenith gloves? For the most part, nothing, since they don't have both Spell and Projectile tags. However, there's one minion that has some sort of wacky ‘tag inheritance’ game going on, and that's phantasms. If you support a gem that's tagged with both Spell and Projectile (not two gems separately with one each, I tried that), you get phantasms that count for the purposes of Black Zenith. This means they shoot 4 extra projectiles that have 150% more damage, and they do it without a 4 second cooldown. This sounds like a thing that builds are made of; supercharged phantasms! (Unfortunately they also only last 20% as long as regular phantasms… but we try to fix this later, kinda.)

Sweet! But… how do you get that many phantasms out? Max level support means you can have 11 of them. For clearing it's not really an issue, but if we want to kill a boss… it'll be painful to shoot a projectile skill at a boss every 4 seconds and only 20% of those hits actually make a phantasm. What we need is a skill that hits really really often in a short time.

For this, I present Blazing Salvo with Fury Valve, Sniper's Mark and return tech. You get +7 projectiles from lvl21 Salvo, +5 from lvl21 Sniper's Mark splits, +2 from Fury Valve, so that's 17 plus one original, 18, and if they return, 36. When you cast Salvo with Fury Valve, you fire a lone projectile that (hopefully) hits the target and splits off, but in this case the splits land really close by, and all their areas overlap and hit the target. Then, they return and hit the single target again, so you get double the hits. 36 * 20% chance to summon a phantasm is 7.2 phantasms summoned on average. If we add GMP/Greater Volley, you get +8 for 44 total hits, or 8.8 ‘expected phantasms per cast’. You can get lucky and get all 11 in one trap, or unlucky and get like 5 only.

Ok, but you still have to fire the dang skill on a 4 second cooldown, and cooldown reduction tech is not exactly abundant. But there's a delivery system that can help; traps! Mines have no cooldown reduction, annoyingly, Spell Totem support gets shafted with the 4sec cooldown from the gloves, and Arcanist Brands share the Salvo cooldown amongst themselves, so they're all a bust. But traps; I can get +1 cooldown use from the tree as well as 20% cooldown reduction, which makes this actually tolerable.

That's the core of the idea here. The rest is just some interesting choices; return support vs Nimis is one. Nimis is great, but the random projectile direction really can screw over traps, leading to them firing a Salvo that just does nothing. Returning support fixes this, especially since we don't really care about Salvo damage. So that's 3 gems I need; Trap, Salvo and Return support. What goes in socket 4 is interesting; Greater Volley gives us more projectiles, and the phantasms inherit the volley behaviour which looks cool as hell. Increased Duration would help make the phantasms last longer. GMP is just more projectiles for both increased phantasm spawn rate and their own projectile attacks. Second Wind lets us have 3 cooldown stored uses. Advanced Traps knocks the cooldown down by a rather large chunk. The right choice to me at this point is unknown.

I don't have a ‘finished’ build, but I have a rough prototype here: https://pobb.in/n0vWHE8tAcAL . It is very rough, I took an existing Soulwrest phantasm build and modified it to do this crazy thing instead. 11 phantasms there have ~2mill dps, which is not nothing, but I'd want to know I could do a lot more. The current scaling can be summarised as ‘lots of aura effect’, since we have no room for direct supports in the gem links.

There are still problems; is there a less clunky solution than having to throw traps with a multi second cooldown? Can we make duration better? If I wasn't a necromancer the phantasm duration is about 2 seconds; the current prototype has 6.5s due to Necromancer nodes. The skill duration nodes and mastery would help but they're very out of the way. Saboteur would be great for cooldown (and possibly some triggerbot shenanigans) but it loses the 50% minion duration that Necromancer gets, which is really really bad.

So yeah, my favourite unique Fury Valve came out of left field to help with a completely unrelated problem. And if anyone's got any ideas, please let me know; this would be a hilarious build if it actually worked properly.

One last thing I was unsure about; the ways of Summon Phantasm support are mysterious, and since the phantasms inherit Spell and Projectile tags from Blazing Salvo, does it also inherit Trap tag from the trap support? I have no way of knowing, but it would be an interesting thing to be able to invest in trap damage to boost their dps. I doubt this works, but weirder things have happened.

I occasionally stream wacky things like this over on twitch.tv/kapectas as well.

Gear

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Severed in Sleep
Devoto's Devotion
Victario's Influence
Profane Proxy
Wrath Coil
Black Zenith
String of Servitude
Victory March
Matua Tupuna
Kitava's Teachings
Gale Star
Gale Spark
Viper Curio
Watcher's Eye
Blight Shard
Enthralling Sight
Honour Glimmer
Foul Prism

Skills

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Gloves

  • Blazing SalvoBlazing Salvo20WMain
  • Summon PhantasmSummon Phantasm20W

Body Armour

  • ZealotryZealotry21/20W
  • Raise SpectreRaise Spectre21/20W
  • Summon SkitterbotsSummon Skitterbots20/20W
  • HatredHatred21/20W
  • ConvocationConvocation20/23W
  • AngerAnger20W
  • EnlightenEnlighten4/20W

Gloves

  • DashDash20/20W
  • Sniper's MarkSniper's Mark21/20W
  • Vaal HasteVaal Haste20/20W
  • Second WindSecond Wind20/20W

Helmet

  • Summon Carrion GolemSummon Carrion Golem20/20W
  • Animate GuardianAnimate Guardian21/20W
  • DeterminationDetermination21W
  • Feeding FrenzyFeeding Frenzy20/20W

Boots

  • Bone OfferingBone Offering21/20W
  • CycloneCyclone20/20W
  • DesecrateDesecrate1/20W
  • Cast while ChannellingCast while Channelling20/20W

Weapon 1

  • EnvyEnvy25W
  • Awakened GenerosityAwakened Generosity5W

Ring 1

  • FrostbiteFrostbite20/20W
  • Bone ArmourBone Armour20W

Weapon 1

  • Awakened GenerosityAwakened Generosity5W

Passive Tree

Passive tree 3.22
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Necromancer
Necromancer
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
100

Damage

Full DPS
1.94M
Combined DPS
1.11K
Hit DPS
688.87
With Poison DPS
688.87
With Ignite DPS
1.11K
With Bleed DPS
688.87
Damage over Time
419.42
Ignite DPS
419.42
Culling DPS
0
Reservation DPS
0
Average Hit
2.77K
Burst Damage
2.77K

Attack & Crit

Attack/Cast Rate
0.25/s
Cooldown
4.03s
Hit Chance
100%
Crit Chance
12%
Crit Multiplier
165%
AoE Radius
1.6 m
Minion Limit
10
Mana Cost
20
Life Cost
0

Defence

Effective Hit Pool
45.86K
Life
3.33K
Energy Shield
695
Mana
-298
Ward
0
Armour
9.96K
Evasion
2.76K
Phys Damage Reduction
47%

Mitigation & Avoidance

Block
60%
Spell Block
54%
Spell Suppression
0%
Evade (Melee)
26%
Evade (Projectile)
26%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
70%
Cold Resistance
75% (+3%)
Lightning Resistance
75% (+9%)
Chaos Resistance
45%

Max Hit Taken

Physical
7.83K
Fire
18.91K
Cold
22.28K
Lightning
22.28K
Chaos
10.08K

Recovery

Life Regen
275.1/s
ES Regen
0/s
ES Recharge
695/s
Mana Regen
34.4/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
169
Intelligence
224
Dexterity
192
Movement Speed
49%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0
Item Rarity
21%