PoB Archives

PF Hiltless CoC poison FR, life version



3.17 Archnemesis

Pathfinder

6.01K142.50K12.93M


Murderous Eye JewelViridian JewelViridian JewelLarge Cluster JewelViridian JewelSmall Cluster JewelViridian JewelMedium Cluster JewelMedium Cluster JewelViridian JewelHiltless
Astral PlateEternal BurgonetAsenath's Gentle TouchCoral RingCoral RingAshes of the StarsTitan GreavesStygian Vise
Diamond FlaskRuby FlaskTopaz FlaskSapphire FlaskGranite Flask

Hey there. I wanted to present the build I want to run this league.

Disclaimer: It's not a league starter, I will start as PF PC and switch toward it once I get everything needed.

Disclaimer 2: It's not a guide, it's an idea. I didn't play the build, I may have missed something huge, killing the build altogether, and i'm welcoming any advice or suggestion you may have.

​

I wanted to play an hiltless PF, but I wasn't really convinced by what was thrown around. My biggest grip was the fact no one cared about scaling the charge recovery so you get a flask use on every hit.

Anyway, the POB of the build:

https://pobb.in/zWO7QQ7dKLpb

Basically, the build is based on three mains aspects:

- Hiltless PF with 100% charge recovery and -30% charges used means that every time you hit with hiltless, you gain 14 charges, and thus, you activate 4 flasks (and 2/3 of a fifth). Meaning that every time you hit or get hit, you recover 28% of your max life (maybe more, not exactly sure of the interaction with nature's boon). With 6000 hp, that's 1680 hp recovered per hit. With 7.56 hits per second, that's 12700 hp/s, not counting the enemy hits, or the fact you can hit several enemies at once.

- Given the large regen, which you don't need that high, you can use some to get damage. Hence why I went Forbidden rites. Even with a life build, I can use FR CoC without issue (Hiltless has even the perk of being a weapon with 7,5% crit chance), since you deal yourself 75.6% of your max life every second, or 4500 hp/s. It's unsustainable for everyone else, but to the build, it's barely 1/3 of the recover. You also get 30% life recoup to get some nice life regen to counteract any degen you may take (around 1.2K). I also went poison because it's much easier to scale than pure hit. FR has also the nice perk of allowing to use CWDT on everything, so most of the build is automated.

-However, I don't believe that FR poison has a good clear by itself, hence why I went Asenath touch. Going poison has another advantage, it's that you can scale the explosion damage with poison. You first need to get 100% global poison chance (fairly easy nowaday with ashes of the stars), and then, here you go, explosions doing 20% of enemy max life every second, not counting wither (but I do have a 135% wither on clear). With master toxicist, every additional enemy dying adds 40% max life per second (20% for the explosion, 20% for the spread poison). Asenath touch is good enough for bossing, so you don't really need to swap anything between clear and bossing.

​

On the defensive side, I already said you were recovering 1680 hp each time you were hit. It's like aegis aurora with 84000 armor, but without RNG and for life. With some physical resistance on body armour and endurance charge, you can take a physical hit with base damage of 12500 damage and be alive afterward (and actually quickly get back to full life with hiltless hits). Same for elemental hits up to 35K base damage or chaos hits up to 25K. Most hits are straight up ignored (For instance, a physical hit with 6250 base damage is not dealing any damage to you).

However, by definition, you can't tank the largest one shots mechanics in the game, as the build is made to shore up multiple hits and is the "most vulnerable" (figure of speech, it's still very tanky in theory) to straight one shots.

The build is also immune ailment (except poisons, caped to 3), immune stun and immune curse.

Anyway, that's the build. My only worry is drought bringer, since it can completely crush the build, but I have a good hope that the aura straight up blocking charge generation is modified to a less charge gained or something. 50% less charge gained is not a problem (outside putting some rng on you when you get hit by a large hit). The build may also be a bit expensive to piece up, but it's not that bad either (20, maybe up to 30 exa I believe?). The build is also lacking some movement speed, but I guess you can swap the granit for a quicksilver if you wanted.

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Life

6015

Mana

16.7

Energy Shield

45

DPS

13M

Effective Hit Pool

142.50K

Chaos Res

75

Fire Res

75

Cold Res

75

Lightning Res

75

Armour

37K

Evasion

42

Block

0 | 0

Crit Chance

100%

Crit Multi

266%

Rage

0

Strength

232

Intelligence

233

Dexterity

241

Ward

0

Item Quantity

0%

Item Rarity

0%

Movement Speed

70%

Master Toxicist
Master Toxicist
Nature's Adrenaline
Nature's Adrenaline
Master Surgeon
Master Surgeon
Nature's Boon
Nature's Boon
Ballistics
Ballistics
Blood Drinker
Blood Drinker
Blood Siphon
Blood Siphon
Careful Conservationist
Careful Conservationist
Charisma
Charisma
Coordination
Coordination
Corruption
Corruption
Cruel Preparation
Cruel Preparation
Dire Torment
Dire Torment
Fatal Blade
Fatal Blade
Fatal Toxins
Fatal Toxins
Heart of Oak
Heart of Oak
Herbalism
Herbalism
Infused
Infused
Infused Flesh
Infused Flesh
Revenge of the Hunted
Revenge of the Hunted
Serpentine Spellslinger
Serpentine Spellslinger
Trickery
Trickery
Whispers of Doom
Whispers of Doom
Written in Blood
Written in Blood
View full passive skill tree

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Keyenn

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