- DPS
- 10.73K
- Effective HP
- ∞
- Life
- 2.81K
- Level
- 71
- Min budget
Overview
Looping 2 CWDT and an odd interaction is a Path of Exile Elementalist build by Soljur, made for the Affliction league (3.23). It is centered on Armageddon Brand and plays as a intelligence, spell, area, fire archetype. In Path of Building it reaches 10.73K DPS with ∞ effective HP, 2.81K life, 893 energy shield. Suited for: Simulacrum. Key uniques include Rebuke of the Vaal, Cadigan's Crown, Warped Timepiece, Lavianga's Spirit, Heartbound Loop.
Soljur's Notes
Goal: Have 2 Forbidden Rites that chain off of each other using 2 CWDT and a Falling Zombie.
TLDR: I believe when CWDT attempts to trigger a spell that cannot be triggered due to the ICD of CWDT, the damage for that spell gets set to 50% of the required damage of the CWDT. I don't know if this is documented anywhere, but it definitely isn't on the Wiki.
TLDR (edit): This is why you shouldn't over complicate things. The ICD is locking out the damage tracker also, which is why RZoF needs to do anywhere from 50%-99% of damage, because it will cause the two FRs to ping-pong. Whereas a single cast of FR causes both to hit 100%, both attempt to cast (only one can) but then both reset to 0.
Setup: I have a CWDT attached to FR (with Volley for some visual clarity) in my helmet. I then have a CWDT with FR and RZoF in my boots. I have 2 Heartbound Loops equipped. I am able to start the loop by getting the helmet FR to trigger using summon skeletons with a maximum of 5 summoned skeletons (I think it should work for any number), unequipping CWDT from my helmet, thus resetting it, and then casting Summon Skeletons one more time.
Important notes as to why I was confused for so long. RZoF does not do enough damage to loop itself (to me). Otherwise, I would just skip the whole FR bit entirely. For a real build attempting this, reducing the amount of armour/PDR you have is likely the smarter option, and just stick with RZoF looping itself, but I'm a stubborn SOB.
My initial thought was that CWDT is saving any damage taken, then checking if the supported spell can trigger, and if not, it just saves that much damage. This would mean that with two FRs, once one of them procs, the other should be 1 damage from proccing itself. Thus, when a RZoF pops, I will take that damage, the second FR will go off, and the loop continues from there. This seemed reasonable, until I realized that if I remove one of my Heartbound Loops, the loop would stop.
I spent a long time here trying to figure out any other explanation, but nothing was coming. Until I started paying attention to how much damage I was taking. As luck would have it, my RZoF was pinging me for just over 50% of a level 1 CWDT (282 which is 53% of a level 1 CWDT). On a pure hunch, I threw on a min endurance charge giving just the slightest bit more PDR, causing my RZoF to hit me for 257, or 48.6% of a level 1 CWDT. And sure enough, if I have the loop running, and I swap to the amulet that gives 1 endurance charge, the loop stops immediately. As far as I can tell, there is nothing else special about this amulet swap beyond this PDR change that would affect this. This would also explain why taking off one Heartbound Loop stops the loop, because suddenly my RZoF does not do half of a level 1 CWDT, thus stopping the loop.
Sorry for the wall of text, especially if this is already known information. Stay sane, exiles.
My character with both amulets: https://pobb.in/evKJYheKW3Gg
The character is garbage, still trying to figure the setup out.
EDIT: Further testing shows there may also be a weird interaction when the two FRs attempt to trigger simultaneously. Otherwise, from a fresh start, a single cast of FR should be enough to get the loop going, yet it doesn't work.
EDIT 2: This is why you shouldn't over complicate things. The ICD is locking out the damage tracker also, which is why RZoF needs to do anywhere from 50%-99% of damage, because it will cause the two FRs to ping-pong. Whereas a single cast of FR causes both to hit 100%, both attempt to cast (only one can) but then both reset to 0.
Gear
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Skills
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Passive Tree


- Bandits
- Eramir (1 Passive Skill Point)
Character Stats
- Level
- 71
Damage
- Full DPS
- 0
- Hit DPS
- 10.73K
- Damage over Time
- 5.33K
- Ignite DPS
- 5.33K
- Culling DPS
- 0
- Reservation DPS
- 0
- Average Hit
- 11.18K
- Burst Damage
- 11.18K
Attack & Crit
- Attack/Cast Rate
- 3.79/s
- Hit Rate
- 0.96/s
- Hit Chance
- 100%
- Crit Chance
- 0%
- Crit Multiplier
- 0%
- AoE Radius
- 2.3 m
- Mana Cost
- 91
- Life Cost
- 0
Defence
- Effective Hit Pool
- ∞
- Life
- 2.81K
- Energy Shield
- 893
- Mana
- 790
- Ward
- 206
- Armour
- 4.3K
- Evasion
- 19
- Phys Damage Reduction
- 90%
Mitigation & Avoidance
- Block
- 75%
- Spell Block
- 36%
- Spell Suppression
- 0%
- Evade (Melee)
- 0%
- Evade (Projectile)
- 0%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 75% (+4%)
- Cold Resistance
- 54%
- Lightning Resistance
- 75% (+2%)
- Chaos Resistance
- -52%
Max Hit Taken
- Physical
- 5K
- Fire
- 15.65K
- Cold
- 8.5K
- Lightning
- 15.65K
- Chaos
- 1.99K
Recovery
- Life Regen
- 592.4/s
- ES Regen
- 0/s
- ES Recharge
- 893/s
- Mana Regen
- 43.8/s
- Life Leech
- 0/s
- ES Leech
- 0/s
- Mana Leech
- 0/s
Attributes & Utility
- Strength
- 170
- Intelligence
- 300
- Dexterity
- 141
- Movement Speed
- 33%
- Endurance Charges
- 3
- Frenzy Charges
- 3
- Power Charges
- 3
- Devotion
- 0