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PoE 3.25·Kalguur·Ranger

Shrines Silvia, Daughter of Oshabi

by squidyj1 year ago338

DPS
12.23M
Effective HP
964.84K
Energy Shield
14.24K
Level
100
Min budget

Overview

Shrines Silvia, Daughter of Oshabi is a Path of Exile Ranger build by squidyj, made for the Kalguur league (3.25). It is centered on Vaal Lightning Strike and plays as a dexterity, attack, melee, strike archetype. In Path of Building it reaches 12.23M DPS with 964.84K effective HP, 1 life, 14.24K energy shield. Suited for: Mapping. Key uniques include The Gull, Headhunter, Solstice Vigil, Oriath's End, Ralakesh's Impatience.

Build Video

squidyj's Notes

Alright, maybe this has been going around and I just haven't seen it but after looking at the idol information on poedb shrines are looking..... illegal?

The plan is this. 11 2-slot idols with up to 35% shrine buff effect each coming out to a total of 385 at the top end. Add to that 75% from The Gull and 40% from Daughter of Oshabi for a total of 500% increased or 6x effect. Obviously these make the shrine buffs very good for character power, particularly when stacked alongside hopefully 9 1-slot idols with up to 40% shrine duration each for a maximum of 360 plus 50 from The Gull again for a total 410% increased shrine duration, or 5.1x duration. With the benefit of solstice vigil we gain another 25% more effective duration if we keep killing rares (and oh will we be killing rares). This brings the multiplier to 6.375 giving us ~287s on regular shrines, ~127s on the lesser shrines and ~64s on the rotating staff and ascendancy shrines allowing each effect to stack a little over 6 concurrent shrine effects per source.

All of this is obviously good for player power but where it gets illegal is when you start talking about farming. Evolving Shrines are available from the scarab of evolution and cause enemies you kill to have a 5% chance to evolve into a higher tier of monster, normal to magic, and magic to rare. The chance scales with shrine buff effect giving us a 30% chance to evolve the things we kill at our 500% increased effect. This means that a white monster has a 9% chance to upgrade all the way to rare. This allows us to effectively add a TON of rares to maps for whatever you want them for. Notably this setup (with a lower power level) has been used to farm scarabs before but now with a significantly higher available duration and shrine effect it should be far more effective and profitable.

Now you might read that and say 'that sounds good but it's not exactly illegal'. There's another overlooked scarab we can bring into play here. The Beyond Scarab of the Invasion causes slain rare and unique monster to spawn 8-12 beyond portals when killed. 4 beyond portals merge to spawn a beyond pack so we get at least 2 packs plus whatever we get naturally from kills. With sufficient upgrade chance we have a reasonable likelihood of upgrading at least one monster all the way to rare, spawning another 8-12 portals, potentially creating a loop. The more enemies we start with the smoother our experience will be, we only need 100% chance for beyond in our map and the endless tides unique idol to get things going.

The last step is how do we turn this into profit? We have a few ways, the first of which is found on 3-slot idols. 3-slot relics can roll both 'beyond monsters belonging to x drop 20-25% more y' and 'rare monsters have 40-60% increased chance to drop scarabs per modifier while 1-slots can roll 'increased chance for beyond demons to belong to x' allowing us to heavily target a specific group. There is lastly 10-15% increased quantity of tainted currency available on 2-slot idols which is the naturally desirable second suffix on our buff effect idols. In order to target scarabs from rares we will want to have a 4-slot relic for 'scarabs are more likely to be rare varieties' as well. This results in 11x 2-slot, 9x 1-slot, 2x 3-slot and 1x 4-slot with the hope that endless tide is 1-slot, otherwise some readjustment will be necessary but not a big deal.

So, for scarabs we're looking at 2x evolving + 1x invasion + 1x horned scarab of nemeses to give our rares +2 mods, leaving the last slot free. We have a few options. Horned Scarab of Awakening allows us to select Imbued Domination for an additional 300% shrine duration bringing evolving shrine duration up to ~455s and improving our rotating 10s shrine effect to just over 100s allowing us to maintain 10 (20?) shrine effects which improves the odds of having valuable major shrines up consistently. Alternatively we can use this buff to invest less into duration and more into effect, giving us even more evolutions. The next alternative is horned scarab of glittering which should be easily scaled during the time we have evolving shrine up as monsters continue to pour in from portals. There are a few other options relating to magic monsters but I don't personally find them as compelling.

So. With all that said what can a shrine build look like? Maybe a little like this monstrosity of pathing nodes?
https://pobb.in/gWROxkU3c6Jm

This is how the numbers look with ridiculous gear and lesser shrines but no major shrines or headhunter buffs against a pinnacle boss which is not a normal situation for what we expect to be doing. We expect to be fighting rares with a full suite of headhunter buffs and most of the common buff shrines like resistance, massive, and impenetrable. The combination of Oath of the Magi and Forest Tracking provide a significant amount of both defense and increased damage. The ability to source increased defenses, speed, and damage from shrine and headhunter buffs makes building a little weird and leads to a lot of pathing.

Anyways, Shrines are cracked.

Gear

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New Item
The Gull
New Item
Solstice Vigil
New Item
New Item
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Headhunter
Ralakesh's Impatience
Forbidden Flesh
New Item
New Item
Watcher's Eye
New Item
New Item
Forbidden Flame
New Item
New Item
Brutal Restraint

Skills

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Weapon 1

  • Vaal Lightning StrikeVaal Lightning Strike20/20WMain
  • Awakened MultistrikeAwakened Multistrike5/20W
  • Damage on Full LifeDamage on Full Life21/20W
  • Awakened Melee Physical DamageAwakened Melee Physical Damage5/20W
  • Physical to LightningPhysical to Lightning20/20W
  • Awakened Elemental Damage with AttacksAwakened Elemental Damage with Attacks5/20W

Helmet

  • GraceGrace21/20W
  • DisciplineDiscipline21/20W
  • Purity of ElementsPurity of Elements21/20W
  • EnlightenEnlighten4/20W

Boots

  • Temporal ChainsTemporal Chains21/20W
  • ArroganceArrogance21/20W
  • Awakened BlasphemyAwakened Blasphemy5/20W

Gloves

  • Immortal CallImmortal Call21/20W
  • Frost ShieldFrost Shield20/20W
  • Cast when Damage TakenCast when Damage Taken21/20W

Helmet

  • Create Lesser Shrine1W

Boots

  • Arctic ArmourArctic Armour21/20W

Gloves

  • Leap SlamLeap Slam20/20W

Passive Tree

Passive tree 3.25
scroll to zoom
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Solaris, Soul of Tukohama

Character Stats

Level
100

Damage

Full DPS
12.23M
Combined DPS
9.19M
Hit DPS
9.19M
With Poison DPS
9.19M
With Ignite DPS
9.19M
With Bleed DPS
9.19M
Damage over Time
0
Culling DPS
0
Reservation DPS
0
Average Damage
1.65M
Burst Damage
1.65M

Attack & Crit

Attack/Cast Rate
5.57/s
Hit Chance
100%
Accuracy
3.9K
Crit Chance
100%
Crit Multiplier
320%
Mana Cost
37
Life Cost
0

Defence

Effective Hit Pool
964.84K
Life
1
Energy Shield
14.24K
Mana
136
Ward
0
Armour
10.5K
Evasion
218.53K
Phys Damage Reduction
90%

Mitigation & Avoidance

Block
0%
Spell Block
0%
Spell Suppression
100%
Evade (Melee)
95%
Evade (Projectile)
95%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
87% (+151%)
Cold Resistance
87% (+216%)
Lightning Resistance
87% (+247%)
Chaos Resistance
-35%

Max Hit Taken

Physical
126.75K
Fire
529.76K
Cold
418.51K
Lightning
418.51K
Chaos

Recovery

Life Regen
0/s
ES Regen
3.2K/s
ES Recharge
14.24K/s
Mana Regen
189.8/s
Life Leech
22.29/s
ES Leech
4.24K/s
Mana Leech
234.78/s

Attributes & Utility

Strength
166
Intelligence
190
Dexterity
409
Movement Speed
55%
Endurance Charges
11
Frenzy Charges
5
Power Charges
4
Rage
47
Devotion
0
Item Rarity
56%