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FINAL build of the league - Forbidden Rite Pathfinder

3 years ago122

by WolfsGoRawrSubscribe

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34.46M

DPS

90.15K

Effective HP

5.45K

Life

644

Energy Shield

Overview

FINAL build of the league - Forbidden Rite Pathfinder is a Path of Exile Pathfinder build by WolfsGoRawr, made for the Sanctum league (3.20). It is centered on Forbidden Rite and plays as a intelligence, spell, area, chaos archetype. In Path of Building it reaches 34.46M DPS with 90.15K effective HP, 5.45K life, 644 energy shield. Suited for: Mapping, Bossing, Sanctum, Delve, Abyss. Key uniques include Progenesis, Dying Sun, Taste of Hate, Stasis Prison, The Eternal Struggle.

Build Video

WolfsGoRawr's Notes

(The Forbidden Sanctum League, 3.20) Forbidden Rite - Pathfinder A well-rounded character that can handle all content in the game - Is truly tanky, no weird guard skills making you tanky for only a few moments in time, most boss mechanics we laugh at. - Wonderful sustain with 140%+ Recoup and on hit healing. - has plenty of damage (25m+) to take on uber content (without vaal haste active) - really fast, (+220% permanent without vaal haste active) - good clear thanks to additional projectiles (Dying Sun+flask effect) and explosions (Clusters)! - Can be optimised for bossing or clearing depending on the content you want to do. - Perma Flasks! ----------------------------------------------------------------------------------------------------------------------- Flask Up-time! - Know that without a sanctum flask relic in this "end-game" setup you will not have a perma dying-sun flask without making changes. - Dying sun being the flask that makes us having to spend so much resources into uptime at all, it is just too good for this build. - The Downtime with a good rolled dying sun and especially with the flask craft: Reused at the end of the flask's effect: is minimal, and during mapping it is absoluly fine. - If you do bossing: you could simply change your quicksilver flask to a ruby flask and not worry about it at all. - if you have master surgeon specced, as long as you are hitting and critting often you'll be fine too, and we make plenty of hits. Here are some solutions you can try, to get more flask uptime on that Dying Sun of yours. In no particulair order. - Change the enchant on the dying sun to Re-use at the end of the flask effect, this might smooth things out. - You can spec into Replenishing Remedies, and maybe even get another useful notable effect out of your timeless jewel too - Spec the additional minor node in the Natural Remedies wheel. - Craft a belt without the negative side effect of the unveiled increased flask effect - Replace Peak Vigour on the Flask Medium cluster with Fasting - Get a second Medium cluster with fasting & brewed for potency League-start? - No. Overcapped Resists!? - We are overcapped to deal with the Eldritch altars. - If you are on a budget you can ofcourse not go this deep on the overcapping. - just make sure that fire resistance is capped without the ruby as budget versions struggle on Dying Sun uptime Clusters! - A single medium cluster jewel with Spiked Concoction is mandatory. - You will aim for 2 large clusters as jewel sockets are mandatory depending on the level of investment. - If you want good clear seek out unspeakable gifts for explosions. - Have at least 1 unwavering evil on one of your large clusters, it is our "stun" protection - If you look for 3 notable clusters, unspeakable gifts+Wicked Pall+Unwavering evil/Touch of cruelty. - Unholy grace is better for single target but comes at the cost of not being able to use unspeakable gifts, meaning no explosions. - If you focus on clear more so than bossing you could add 1 or two AOE based clusters and a third large cluster with more explosions to push for excess - The area Cluster(s) aren't needed, you can drop them for other clusters or save points depending on your needs Timeless Jewels! - Brutal Restrained: Balbala gives the the traitor keystone. - Flask charges gained by 10% you want to get at least twice on nearby notables, anything in addition to that is just extra damage - Search for Faster poison damage, increased poison damage, non curse aura effect, or anything useful at all. - This build is heavily focused on flasks, normally we would take Divine Flesh but since we solve the self damage taken through other means our goal becomes flask uptime. Sanctum & Relic! - Magebane is S tier+ - You could settle for lethe shade, but having magebane would free up enough points to spec into lethe shade anyway, and relics corrupt... - If you have enough dex Magebane also allows you to not need the shield spell supress bench craft. - Flask charges gained mods are the best in slot relics. Even if they have a bad or second bad mod. - Anything will do but 'flasks gain (x) charges over (x) seconds' is most important one. Without this you need to find other solutions to your Dying Sun Uptime (but not needed, kind off) Why 5 projectiles in the dps calculation - Forbidden Rite can't really reliably shotgun more than 5 projectiles on a single target (like bosses) - It is simply how the skill is made by design, which is why not having a helm enchant is not a big deal since GMP gives you + 4 additional projectiles capping your ST - Any more projectiles simply do nothing more other than smoothing clear but we also have explosions and a dying sun for that. - Check the poe wiki for more in-depth information on the forbidden rite skill. Mana issues? - Check the Flask craft. - Check the Ring crafts. - Check the alt quality GMP - Check the boot enchant. - Yes all of these are needed, I have a video that goes over it in a bit more detail. Enchants! - Boot enchant is mandatory, without it you won't have the free casting of the spells that you need and you will run out of mana. - Helm enchant best in slot one would be increased curse effect for despair or temporal chains, extra projectile doesn't do much for us in this build at all (see 5 projectile section) - Weapon Enchant is not needed, it is just nice to have more aoe. - Glove enchant: Really not needed, is it ever? Crafting: - Evasion or Evasion/Armour hybrid bases are mandatory since we need spell supression. - Pure evasions bases are actually pretty good for this build but it really just depends what fractures you can afford or have found yourself. - I've made a few crafting videos for this build specifically on my youtube channel. - I made them step by step, but know that most of them are simple and pretty deterministic until you get into the end game crafts. - Rest assured, most folk killed ubers on nothing but the budget options, you will have some wiggle room. Budget Options!!? - Stasis Prison: Get a: Doppelgangers Guise. (This chest is actually better than the stasis prison for some things so you don't lose much at all) - Don't forget to respec into master surgeon on your ascendancy, and replace the 2nd Forbidden Rite to Blazing Salvo - I have added a passive tree for how to spec your ascendancy without the Stasis Prison - Forbidden Jewels: Gathering Winds: Get Forbidden Jewels: Way of the poacher instead, or just 2 rare jewels with goods like max increased max life, recoup, chaos dot multi) - Way of the poacher is in most cases even more ST damage than gathering winds if you don't have a 'frenzy min' shield. Not to forget that you can also spec into more max frenzy charges on the tree. - So you only lose some speed and qol that comes with action speed but you will do more damage for a fraction of the price. - Minimal Frenzy charge shield: Just don't use a synth base, or use a cheaper synth one. - I've added some exampled in the gear list for shields, the frenzy charges are very nice but they are not needed. It is just a little more damage that comes with investement. - They are easy to craft, I've got both a weapon and shield craft videon up if you need a play by play craft guide - The Dawnbreaker is the physical damage tank option, but know you will give up a lot of damage for it, i've added it to the gear list. - Amulet: Since there are so many mods on the amulet we are using it is hard to say what is going to be budget at any given time. Just make sure you have a dominant exarch mod for its effect. - There are good mods like increased aura effect, chaos damage, extra curse, increased curse effect, duration ailment, and more you can search through. Find an afforable one and upgrade later. - Rings: They are really easy to craft, you can find the crafting guide on my youtube - If you do want to save here, which I do not recommend, I would sacrefice the cast speed before I would drop the recoup. - Dead exiles don't have any DPS - Gloves, Boots, Helmet. - Aside from the spell supression, resist cap, mandatory attributes, and life, nothing else is mandatory to make the build work. - Save currency where you can, know that evasion bases are fine and even easier to craft spell suppresion on since we deal with physical mitigation in a different way. - Belt: Micro-Distillery or otherwise a Stygian vise will work fine. - Try to get yourself a tier 1 reduced flask charges used or increased flask charges gained, and then resolve whatever resistances attributes you still need. - Not difficult to hit with simple chaos rolls even you can check my crafting video on it. Bossing: - When Bossing make sure to switch out your quicksilver flask for the Jade flask. - This will make you almost immortal with the right setup and helps out on pesky fights like uber eater. Watcher's Eye - If you use a Stasis prison use a double purity of element physical to element damage mod (You can drop vitality then too for an extra gem socket) - If you use a doppelganger guise use a single purity of element physical to element damage mod with a vitality on hit to top it off. - Fire and Cold at the best elements to mitigate physicial damage into, chaos too but only if you use a doppelganger guise. Balance of Terror - Curse immunity and wither all from one simple jewel. But you must self-cast despair for it since CWDT casts do not count as you having casted the spell. - This is why we have a 2nd despair we press ourselves every 10 seconds to keep the effects active. - If you can't afford the double despair modded jewel, make sure to get any of them that have the wither mod on it, it is a very big part of our damage. CWDT links - Forbidden Rite allows us to self-trigger the CWDT links instead of having to wait for the enemies to hit us. - If you use a doppelganger make sure you don't use a 2nd forbidden rite as we do not recoup all damage. - Simply use a Blazing salvo to get the max on hit healing effects if you run the vitality watchers eye or have the ring mods for it. Shield Charge: - You can run shield charge if you don't run the vitality watchers eye mod. Since you won't have the vitality and 2nd forbidden rite (or blazing salvo) filling your gem sockets. - This allows you to tech in a shield charge + faster attack although with the amount of speed this build already has just walking around, it is really not needed. Abyssal Jewel: - The abyssal jewel allows for phasing to be teched into the build, search a nice with some good life to get yourself going. - Any mods that will give you more (chaos) damage over time multiplier or cast speed (on crit) will be a premium. Rare jewels: - Increased maximum life is mandatory, - Chaos damage over time is the best damage mod. - Recoup damage over time is very nice (Strongle recommended especially if you don't have a stasis prison) - top your jewels off if you can with increased (poison/chaos) damage or increased flask duration mods. - 4 good mods on a single jewel is rare and can be expensive so be warned Bandits - Kill them all Pantheon - Lunaris or Araakali Major - Gruthkul or Abberath (burning ground) - Forbidden Rite triggers the "when hit" effects which makes them be up all the time. ----------------------------------------------------------------------------------------------------------------------- Reminder that this is not a build guide, this is just a build project I'm sharing with you. The original creator of this build at this level of investment is Ruetoo. I've tweaked it a little bit but If you wish to see an even more tuned version of this I recommend to seek him out. I can only take full credit for the lower levels of investment and proving it can work without having to sell your kidney. I would not recommend diving into a build like this unless you know what you're doing. RNG take the wheel! ----------------------------------------------------------------------------------------------------------------------- Any other questions I will take in the discord poe channel of my server, or in youtube comment section. but this should cover most of it - youtube.com/WolfsGoRawr - twitch.com/WolfsGoRawr
Loadouts

Gear

Storm Spell
Corpse Spell
Mind Dome
Stasis Prison
The Eternal Struggle
Cataclysm Circle
Onslaught Hold
Carrion Touch
Beast Lash
Vortex Spark
Cataclysm Hope
Chimeric Wound
Oblivion Shine
Forbidden Flesh
Forbidden Flame
Ancient Iridescence
The Balance of Terror
Oblivion Creed
Watcher's Eye
Brutal Restraint
Maelstrom Creed
Blight Shine

Skills

Body Armour

  • Forbidden RiteForbidden Rite21/20WMain
  • Greater Multiple ProjectilesGreater Multiple Projectiles20/20W
  • Awakened Deadly AilmentsAwakened Deadly Ailments5/20W
  • Spell EchoSpell Echo20/20W
  • Awakened Void ManipulationAwakened Void Manipulation5/23W
  • Awakened Unbound AilmentsAwakened Unbound Ailments6/20W

Boots

  • Purifying FlamePurifying Flame1/20W
  • Forbidden RiteForbidden Rite7/20WMain
  • Cast when Damage TakenCast when Damage Taken1W
  • Onslaught20W

Helmet

  • MalevolenceMalevolence20/20W
  • EnlightenEnlighten4W
  • Purity of ElementsPurity of Elements20W
  • Herald of AgonyHerald of Agony20/20W

Gloves

  • Vaal HasteVaal Haste20W
  • Divine BlessingDivine Blessing21/20W
  • Increased DurationIncreased Duration20/20W
  • InspirationInspiration20/20W

Weapon 2

  • DespairDespair21/20W
  • Cast when Damage TakenCast when Damage Taken21W
  • Temporal ChainsTemporal Chains20/20W

Weapon 1

  • DespairDespair20W
  • VitalityVitality3W
  • Flame DashFlame Dash20/20W

Gloves

  • Commandment of Blades1W

Passive Tree

Passive tree 3.20
scroll to zoom
Pathfinder
Pathfinder

Character Stats

Defence

Effective Hit Pool
90.15K
Life
5.45K
Energy Shield
644
Mana
85
Phys Max Hit Taken
33.26K
Armour
502
Evasion
3.71K
Block | Spell Block
25% | 0%
Ward
0

Resistances

Fire Resistance
76%
Cold Resistance
76%
Lightning Resistance
76%
Chaos Resistance
76%

Offence

Total DPS
34.46M
Crit Chance
8%
Crit Multiplier
150%

Attributes & Utility

Strength
199
Intelligence
167
Dexterity
306
Movement Speed
220%
Item Rarity
21%