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PoE 3.21·Crucible·Hierophant

Ball Lightning Totems Hierophant (Nova+Return Crucible Node)

by Kraxizz3 years ago6

DPS
27.32M
Effective HP
30.39K
Life
3.41K
Level
96
Min budget

Overview

Ball Lightning Totems Hierophant (Nova+Return Crucible Node) is a Path of Exile Hierophant build by Kraxizz, made for the Crucible league (3.21). It is centered on Ball Lightning and plays as a intelligence, spell, projectile, area archetype. In Path of Building it reaches 27.32M DPS with 30.39K effective HP, 3.41K life, 2.23K energy shield. Suited for: Mapping, Delve. Key uniques include Algor Mortis, The Sorrow of the Divine, Viridi's Veil, Coward's Legacy, Dying Sun.

Build Video

Kraxizz's Notes

EDIT: More endgame content here https://www.reddit.com/r/PathOfExileBuilds/comments/12mgaxc/ball_lightning_nova_totems_feared_50m_dps/?ref=share&ref_source=link . Will upload the rest of the ubers over the weekend probably.

There was some interest in this build so I decided to upload a quick video showcasing it. The Formed invitation was ran a day before the Minotaur map and with much worse gear.

This is my current POB https://pobb.in/Uz7rSwE3cKjn (New POB as of a day later: https://pobb.in/FEd1K_FV78wH) and this is the Poe ninja.

-Mechanics

We're using Soul Mantle for the pseudo-6 link and to inflict curses on ourselves which we turn into 30% increased damage per curse through self-flagellation and a crucible tree shield node for up to 300% increased damage.

We use Viridi's Veil and a magic ring to be hexproof to avoid any downsides of the curses. This also allows us to use Coward's Legacy, avoiding its downside and allowing us to always be considered low-life. This enables us to use Pain Attunement for 30% more spell damage, instant recovery on low life flask (+sorrow of the divine, which applies the recovery to our ES aswell + 60% increased recovery from Ryslatha pantheon).

-Fun in-depth mechanics

I'm using a shaper-influenced ring with 15 life gain on spell hit. Due to totem mechanics we don't get any life gain from the totem hits, but the totems themselves do, which turns them practically invulnerable because of how often they hit (they also have 75% ele res through our cluster and skill tree). We also gain a substantial amount of life recovery with cwdt ball lightning.

Sorrow of the Divine + Instant recovery on low life flask + Coward's Legacy lets us instantly heal for 5k when we press the life flask.

Since we stack a lot of Ele pen but very little elemental resistance reduction, the new "Invert elemental resistance" node is very strong, since it doesn't account for Ele penetration. We also hit often enough to smooth out the damage.

By using Divergent Ball Lightning (10% chance for 50% more damage), 5% chance for double damage on the shield and a high damage range innate to lightning damage we easily reach 50% shock even on guardians despite spamming high frequency damage.

We use the fire mastery despite not dealing fire damage because it gives us 20% increased AoE and 100% increased damage for 4 passive points. We trigger the fire mastery with Flame Wall in our Arcanist Brand.

We convert our life regen to energy shield regen with Zealot's Oath and our energy shield recharge into life recharge with Eternal Youth. This dodges the 50% less life regen rate of Eternal Youth. Having the quickly regenerating energy shield pool protect the recharge-gated health makes more sense mechanically than having the opposite behaviour. It's not really needed but it's a fun interaction.

-Ball Lightning Mechanics

Ball Lightning is a fairly wonky skill mechanically. It's an AoE gem and scales with area of effect, but not with area damage. It deals damage every 150 ms to every enemy in its AoE. This means that we scale the damage by increasing the time the enemy is in its AoE, both with reduced projectile speed and with increased AoE. PoB is pretty good at calculating the damage and I HEAVILY recommend checking your build in PoB whenever any change to your increased AoE occurs to see if you can squeeze out more damage by grabbing one or two inc AoE nodes, or if you can drop AoE nodes without losing damage.

The return from the crucible passive isn't as OP as it sounds. Ball Lightning has a maximum projectile range that you only reach with faster projectiles. In reality the projectile range is limited by Ball Lightning's duration, which you cannot increase. This means that you'll never see projectiles return from reaching their maximum range, only when bouncing against walls. Which is still a nice QoL in close-quarters maps.

I'm using faster projectiles while doing anything that's not a pinnacle boss, because even with faster projectiles the damage is absurd. With slower projectiles we do around 3.5x as much damage though.

-Prices:

The build was generally pretty cheap when I started playing it. None of the rares cost me more than 1.5 div and they're good enough that I don't feel like I need to upgrade them other than rolling a better wand (Crucible skill tree is perfect already). Soul Mantle / Algor Mortis / Viridi's Veil / Sorrow of the Divine / Atziri's Promise are practically free. I paid 5 div for the +4 corruption on my soul mantle, which is a steal.

Prices seem to have shot up a good bit on the other uniques unfortunately. I got my coward's legacy for 2 div, but it seems prices have shot up to 5 div now. Same for Rain of Splinters. You can usually save some money by crafting the Coward's Legacy yourself in the temple.

I paid 50c ish for the 19% self flagellation, 14% lightning pen watcher's eye, Dying Sun and cluster jewels.

I paid 2 div total for the Forbidden Flesh/Flame combo. You can get it for 1.5 right now.

-What I'm still upgrading

On my list of immediate upgrades right now is running lab for an ele penetration boot enchant and getting a ball lightning enchant on my Viridi's.

I also need to get a better wand, but crafting on non-fractured bases is pure torture.

I'll probably drop the Atziri's Promise for a Progenesis. I have the currency for it but it's so expensive that I'm hesitant on pulling the trigger.

Long-term I'd like a sublime vision with "Unaffected by Curses while affected by Zealotry" which would free up the helmet and ring slot, but there's none available on trade right now and I don't think I'll be able to afford one once it pops up anyways.

Edit: Since my awakened lightning pen hit level 5 and now applies exposure I'll probably drop the exposure on the cluster jewel and get Prismatic Heart or something. I've also been contemplating dropping cruelty for awakened controlled destruction, but I'm not sure how good the Elemental Overload uptime would be with 80% less crit chance. As far as I know Ball Lightning rolls the crit for the entire projectile when it's spawned, so the fact each ball lightning hits 10x wouldn't help for uptime.

Edit2: Swapped in awakened controlled destruction, EO uptime seems "good enough" and it's roughly a 30% more damage upgrade over cruelty. Also painfully crafted a weapon, bought a Progenesis and grabbed Storm Drinker on my large cluster. At 50m dps now. https://pobb.in/FEd1K_FV78wH

Gear

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Dragon Song
Viridi's Veil
Soul Mantle
Dire Gorget
Victory Loop
The Shaper's Vermillion Ring of the Order
Algor Mortis
Coward's Legacy
Gloom Dash
Gale Call
Forbidden Flesh
Empyrean Scar
Rain of Splinters
Forbidden Flame
Self-Flagellation
Fulgent Shard
Watcher's Eye
Empyrean Joy
Thread of Hope

Skills

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Body Armour

  • Ball LightningBall Lightning21/20WMain
  • Multiple TotemsMultiple Totems20/20W
  • Awakened Added Lightning DamageAwakened Added Lightning Damage4/20W
  • Awakened Lightning PenetrationAwakened Lightning Penetration4/20W
  • Slower ProjectilesSlower Projectiles20W
  • CrueltyCruelty20W

Boots

  • Ball LightningBall Lightning1WMain
  • Purifying FlamePurifying Flame1/20W
  • Slower ProjectilesSlower Projectiles20W
  • Cast when Damage TakenCast when Damage Taken1W

Helmet

  • Arcane CloakArcane Cloak20/20W
  • Sigil of PowerSigil of Power20W
  • Increased DurationIncreased Duration20/20W
  • Arcane SurgeArcane Surge20W

Gloves

  • Arcanist BrandArcanist Brand20/20W
  • Sniper's MarkSniper's Mark20/20W
  • Cold SnapCold Snap20/20W
  • Flame WallFlame Wall20W

Weapon 1

  • WrathWrath20/20W
  • Eternal BlessingEternal Blessing20/20W

Weapon 2

  • PortalPortal1/13W
  • Cast on DeathCast on Death20W

Weapon 1

  • Flame DashFlame Dash20/20W

Gloves

  • Commandment of Light1W

Passive Tree

Passive tree 3.21
scroll to zoom
Hierophant
Hierophant
Bandits
Eramir (1 Passive Skill Point)

Character Stats

Level
96

Damage

Full DPS
27.32M
Combined DPS
4.55M
Hit DPS
4.55M
With Poison DPS
4.55M
With Ignite DPS
4.55M
With Bleed DPS
4.55M
Damage over Time
313.53
Ignite DPS
313.53
Culling DPS
0
Reservation DPS
0
Average Hit
139.72K
Burst Damage
139.72K

Attack & Crit

Attack/Cast Rate
2.79/s
Hit Chance
100%
Crit Chance
5%
Crit Multiplier
100%
Totem Limit
6
Mana Cost
95
Life Cost
0

Defence

Effective Hit Pool
30.39K
Life
3.41K
Energy Shield
2.23K
Mana
3.5K
Ward
0
Armour
578
Evasion
314
Phys Damage Reduction
10%

Mitigation & Avoidance

Block
24%
Spell Block
2%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+16%)
Cold Resistance
75% (+2%)
Lightning Resistance
75% (+23%)
Chaos Resistance
-52%

Max Hit Taken

Physical
14.95K
Fire
50.74K
Cold
50.74K
Lightning
50.74K
Chaos
7.51K

Recovery

Life Regen
0/s
ES Regen
177.2/s
ES Recharge
2.23K/s
Mana Regen
652.8/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
0/s

Attributes & Utility

Strength
111
Intelligence
387
Dexterity
166
Movement Speed
59%
Endurance Charges
3
Frenzy Charges
3
Power Charges
2
Devotion
0
Item Rarity
9%