Map Mods / Build Limits:
* Can't run Elemental Reflect and Physical Reflect maps
* Can't run Atziri or Uber Atziri due to reflect.
* Struggles to run maps with "Reduced flask charges gained".
* Can be fixed with by swapping one magic flask swap with The Overflowing Chalice.
* Struggles to run maps with "Players cannot regenerate Life, Mana, or Energy Shield" due to ES recovery needed to offset Blood Rage, and Mana Regeneration requirements.
* Still possible due to mana leech, ES leech, ES recharge and ES gained on block.
* Struggles to run maps with "Players have less Life and Energy shield recovery rate" due to ES recovery needed to offset Blood Rage.
* Still possible due to ES leech, ES recharge and ES gained on block.
* This build can run T16, 100% delirious maps and wave 30 simulacrum, but this is NOT RECOMMENDED:
* Killing Omniphobia takes roughly 1-2 minutes and is relatively risk free.
* Killing Kosis takes roughly 15-20 minutes of non-stop combat, and requires avoiding mechanics and timing Molten Shell to survive.
*It becomes impossible to break Kosis energy shields in time due to low overall damage, so the fight drags on forever.
* Up to 60% delirious is roughly the sweet spot for super-juiced maps.
* Not unkillable, but pretty close
* Dies to "Detonates nearby corpses" strongbox modifiers
* Dies to Expedition's culling strike enemies
* Dies to Nullifier rare mobs + chaos damage
* Dies to Shaper slams without molten shell
Strength Requirements:
* The bulk of the Strength requirements are fulfilled through pathing, Righteous Providence (Ascendancy), Utmost Might (The Stampede annointment), and The Tactician.
* A small amount of additional STR is needed, which is obtained form the corruption on The Tactician.
Dexterity Requirements:
* Dexterity is obtained from slotting Brutal Restrain. The default position provides the most DEX from small passives.
* At least one +20 Dexterity bonus on the notable passives is needed meet requirements.
Intelligence Requirements:
* Intelligence is completely covered by gear and pathing.
* Because of Righteous Providence (Ascendancy), additional INT will also give 1% global critical strike chance.
* This makes taking hybrid stats on jewels a better choice.
* Abuse all attributes, STR + INT, and DEX + INT mods on rare jewels to fix stats.
Gems:
* Poacher's Mark is used to generate Frenzy Charges on bosses. Additionally, the life on hit stat is needed to trigger Blood Rage after using the Coruscating Elixir.
* Can be manually cast instead, freeing 1 gem slot for Second Wind or Shield Charge.
* Dash is chosen over other movement skills, like Flame Dash, out of personal preference. Either works.
* A level 3 Awakened Cast on Critical Strike is necesary to push the Trigger Rate higher.
* The critical mastery can be used on a level 1 awakened gem to achieve this.
* The choice of spell is a matter of preference:
* Shock Nova provides more single target damage (hits twice with ring + nova) and has better AoE scaling at the cost of needing precise positioning.
* Arc provides off-screen clearing and more upfront damage. Chaining makes positioning irrelevant.
Elemental Resistances:
* The build struggles to overcap resistances when paired with Melding of the Flesh, and the passive tree goes out of it way to acquire more.
* Melding of the Flesh can be delayed until around level 90+, or around T16 maps.
* 75% max resist is more than enough to progress through the Atlas.
* Alira is an amazing choice of bandits and it will be hard to beat the QoL gained from it.
* There's plenty of places where resistances can be sneaked around, notably cluster jewels and rare jewels.
Flasks/Charge Management:
* Through the combined effect of Brutal Restraint (The Traitor) and The Tactician, it is possible to have 100% uptime on the Coruscating Elixir.
* Flasks can roll either "Charges when you are hit" or "Charges when you deal a critical strike" to maintain 100% uptime.
* Granite Flask can be swapped for a Silver Flask to maintain Onslaught up 100% of the time, specially during bosses.
* The 50% stun avoidance on flasks does not add up with the quality effect on Phantasmal Cyclone. Rather, you have 2 separate chances to avoid interruption (50% to avoid the stun, 50% to prevent interruption if you get stunned).
* Vaal Discipline replaces a Life Flask. Best used preemtively when you expect incoming heavy damage/degens.
Jewels
* Most of the build's damage comes from rare jewels, each granting 10% more damage per jewel and basic attributes. No other notable passive provides this much damage or utility.
* Because of this, socket nodes are more valuable than any other notable passive.
* The following mods are mandatory on rare jewels:
* Critical strike multiplier with lightning skills (Prefix)
* Critical strike multiplier with elemental skills (Suffix)
* The following mods are optional and heavily recommended in order:
* Prefixes:
* Maximum energy shield
* Lightning damage
* Spell damage while holding a shield
* Attack speed while holding a shield
* Critical strike chance with lightning skills
* Suffixes:
* Global critical strike multiplier
* All elemental resistances
* Strength and Intelligence
* Dexterity and Intelligence
* All attributes
* Global critical strike chance
* At least 2x rare viridian jewels need to have the following modifiers to cap hit chance:
* Increased global accuracy (suffix)
* Increased global accuracy / Increased critical strike chance (suffix, hybrid)
* Combined, both suffixes grant at least 16% global accuracy, or up to 24% with perfect rolls.
Cluster Notables
* The following cluster notables are either mandatory or highly recommended:
* Prismatic Heart (+10% all resistances)
* Arcane Adept (Arcane surge: mana regen, 10% more damage)
* Essence Rush (5% more damage, ES leech)
* Doryani's Lesson (Life Leech)
* Enduring Composure (Endurance charge generation, increased armour)
* It's possible to use Megalomaniac to change the cluster setup. However the default configuration will be the best without using a 3 or 1 passive Voices.
All Versions
* All versions need to adjust the gem level of Vitality.
* Vitality is primarily used to increase the amount of life reserved.
* The less life the build has, the more energy shield is gained from The Ivory Tower.
* Blood Rage requires around 30 life to be cast.
* This ascendancy ignores the enemy elemental resistances, making hexes, reduction to enemy resistances, and elemental exposure useless.
* Some minor benefit can still be obtained when the critical hit chance is below 100%.
Entry Version
* The entry version has more rares, allowing more chaos resistances and elemental resistances to be stacked.
* Only one Prismatic T3+ ring is needed.
* The Unique Ring Death Rush provides much needed Chaos Resistances and Accuracy with minimal investment.
* Eldritch implicits on gear can be rolled with the lowest tier of currency since they are not mandatory.
Unique Stacking Version:
* The unique stacking version puts a heavier emphasis on good rings (T3+ mods with 20% Prismatic Catalysts).
* The corruption on the Shaper's Touch (gloves) is highly recommended, and allows the build to reach 100% crit chance with minimal investment.
* Higher +crit% values will make this easier.
* It is possible to corrupt the helmet, gloves, or boots to get a +1 all socketed gems, +2 Aura, or +2 AoE gem implicit.
* This will yield +1% all res on the build when combined with a 21/0 Purity of Ice.
* It is possible (but incredibly expensive) to corrupt or double corrupt the chest piece for a +2 AoE, +1 all skill gems for additional damage.
!!!! The Squire Version !!!!
* The Squire version can break 11 million DPS but loses max resistances and ES on block:
https://pastebin.com/G1SATrHP
!!!! Double Mjolnir Version !!!!
* The double Mjolnir version of this build can break 16mill DPS at the cost of every single defensive layer:
https://pastebin.com/9zBAdFyV