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Resuscitating Archmage - where to go from here?

3 years ago

by YashaWynette

5.09M

DPS

155.09K

Effective HP

4.11K

Life

Overview

Resuscitating Archmage - where to go from here? is a Path of Exile Ascendant build by YashaWynette, made for the Sanctum league (3.20). It is centered on Cremation and plays as a dexterity, spell, area, fire archetype. In Path of Building it reaches 5.09M DPS with 155.09K effective HP, 4.11K life. Suited for: Blight, Legion, Mapping, Sanctum, Simulacrum, Ritual, Ultimatum. Key uniques include Crown of the Inward Eye, Taste of Hate, Cloak of Defiance, Dance of the Offered, Atziri's Foible.

Build Video

YashaWynette's Notes

PoB: https://pastebin.com/j8aAgc2b

The Formed 80% quantity

Wanted to revisit Archmage Cremation from Ultimatum league to see what the state of Archmage is now after its crippling nerfs.

Playing a Scion this time, it leans harder on the right side of the tree for 100% spell suppression. Pathfinder sub-ascendancy and permanent flasks give resistances, elemental mitigation, and a noticeable amount of evasion/armour without auras. Flasks are flexible and can be empowered enough to also give stun immunity or curse immunity (or more zoom, I suppose) with a flask affix.

While it was able to clear 80% Feared deathless and wave 30 Simulacrum because of the limitless sustain, the damage is comparatively lackluster. The average hit is around 50-60% of what I recall having in Ultimatum league with worse gear.


##Defensive summary:

  • 100% chance to suppress spell damage
  • 30-35% less elemental damage taken, 22% phys taken as cold
  • 9800 effective life total from 58% MoM
  • 5800 Arcane Cloak
  • 16.7k evasion rating and 10k armour without auras
  • 1800 life regen from Agnostic and 2400 mana regen
  • 20% less damage with Sigil of Power
  • chill/freeze/shock immunity

##Offensive notes and interactions The regeneration and reduced elemental damage taken make it trivial to sustain Righteous Fire for more damage.

Because there's no travel to any convenient lightning damage wheels, the shock effect on its own is mediocre. Anomalous Archmage is an easy choice, then, as it splits the added damage it gives into cold and lightning instead of just lightning. While this is less damage, it's a convenient source of chill and freeze with proliferation for mapping or Sanctum. It also enables Trinity support, a very efficient damage support.

In Ultimatum league, Archmage and Arcane Cloak gave so much added damage that Phantasmal Cremation was required for the corpse explosions to provide reliable Trinity resonance. That doesn't seem to be the case now, as Trinity can still be maintained with Divergent Cremation.

Intensify is a good support that gives massive AoE during mapping and then tighter grouping for more single-target overlap damage. I just didn't like having to worry about monitoring my stacks of Intensify for conditional damage.

The Pure Talent jewel is one of the very few places to get mana regeneration based on a percentage of your mana pool, like Cloak of Defiance. Getting 400 mana regen (among other things) for one jewel socket is quite helpful. Unfortunately, GGG deleted Replica Pure Talent and Clear Mind this league.


##League mechanics

Cremation prefers stationary content. Ritual, Harbingers, and Blight are good. Simulacrum was fine (5-6 rewards) until about wave 24.

Sanctum - While Cremation plays somewhat like a totem build, it has more limited off-screening potential. It's also a two-button build that doesn't really scale with cast speed, so it's going to get hit.

Legion - lol


##Various notes:

  • Spell cascade makes Desecrate miserable to play with
  • Scion is miserable to level with
  • 97% chance to avoid freeze was perfectly fine right up until you click an ailment reflection altar (it's miserable)
  • Running the reduced aura effect map mod still makes me chuckle
  • Adverse map mods like -x% maximum resistances or reduced life recovery rate are fine by not running RF
  • Skip no regen and reduced flask charges gained maps

##Ideas for potential upgrades Archmage builds are particular in that they don't scale very well with gem levels or added damage, which leaves me short on ideas to continue scaling the damage.

  1. Invocation of The Agnostic to replace boots with scorched ground and non-damaging ailment effect.
  2. Sanctified relic with flask charge generation allows for permanent sustain of Dying Sun which gives +3 projectiles with >50% flask effect. Going from 8 -> 11 projectiles is big damage.
  3. Awakened GMP for +1 projectile
  4. Atziri's Foible corrupted for +1 curse is ~20-25% more damage

Hopefully there are some ideas out there for more accessible damage upgrades, because Ubers are looking very unlikely.

Gear

Pain Knell
Crown of the Inward Eye
Cloak of Defiance
Atziri's Foible
Gale Twirl
Gale Spiral
Torment Palm
Plague Strap
Dance of the Offered
Hypnotic Rook
Whispering Iridescence
Intuitive Leap
Forbidden Flame
Thread of Hope
Damnation Desire
Watcher's Eye
Pure Talent
Forbidden Flesh
Sol Ruin
Bramble Sliver
Behemoth Shine
Healthy Mind

Skills

Body Armour

  • CremationCremation20/20WMain
  • ArchmageArchmage20/20W
  • Elemental PenetrationElemental Penetration20/20W
  • Greater Multiple ProjectilesGreater Multiple Projectiles20/20W
  • TrinityTrinity20/20W
  • Concentrated EffectConcentrated Effect20/20W

Boots

  • Arcane CloakArcane Cloak20/20W
  • Sigil of PowerSigil of Power21/20W
  • Increased DurationIncreased Duration20/20W
  • Arcane SurgeArcane Surge20/20W

Helmet

  • DesecrateDesecrate20/20W
  • Vaal Righteous FireVaal Righteous Fire20/20W
  • Flame DashFlame Dash20/20W
  • Faster CastingFaster Casting20/20W

Weapon 2

  • ZealotryZealotry20/8W
  • Divine BlessingDivine Blessing20/20W
  • InspirationInspiration20/20W

Gloves

  • Shield ChargeShield Charge20/20W
  • Faster AttacksFaster Attacks20/20W

Weapon 1

  • HydrosphereHydrosphere20/20W
  • Unbound AilmentsUnbound Ailments20/20W

Gloves

  • ClarityClarity20W

Gloves

  • Sniper's MarkSniper's Mark21/20W

Passive Tree

Passive tree 3.20
scroll to zoom
Ascendant
Ascendant
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of Lunaris, Soul of Tukohama

Character Stats

Level
98

Damage

Full DPS
5.09M
Combined DPS
258.25K
Hit DPS
228.88K
With Poison DPS
228.88K
With Ignite DPS
232.42K
With Bleed DPS
228.88K
Damage over Time
3.55K
Ignite DPS
3.55K
Culling DPS
25.82K
Average Hit
217.98K
Burst Damage
217.98K

Attack & Crit

Attack/Cast Rate
2.28/s
Hit Rate
1.05/s
Hit Chance
100%
Crit Chance
13%
Crit Multiplier
100%
Mana Cost
1.81K
Life Cost
0

Defence

Effective Hit Pool
155.09K
Life
4.11K
Energy Shield
0
Mana
9.05K
Ward
0
Armour
10.13K
Evasion
16.74K
Phys Damage Reduction
64%

Mitigation & Avoidance

Block
26%
Spell Block
0%
Spell Suppression
100%
Evade (Melee)
67%
Evade (Projectile)
67%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+27%)
Cold Resistance
75% (+11%)
Lightning Resistance
75% (+59%)
Chaos Resistance
29%

Max Hit Taken

Physical
31.19K
Fire
115.59K
Cold
107.33K
Lightning
115.59K
Chaos
29.84K

Recovery

Life Regen
205.5/s
Net Life Regen
-31.75/s
ES Regen
0/s
ES Recharge
0/s
Mana Regen
2.7K/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s
Total Degen
564.88/s

Attributes & Utility

Strength
120
Intelligence
159
Dexterity
240
Movement Speed
69%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0