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PoE 3.29·Allflame·Warden

Hardcore SSF....with Infernal Blow Warden? | Path of Exile 3.29 | HCSSF

by bhamhawker4 hours ago2Subscribe

DPS
310.44K
Effective HP
162.23K
Life
3.17K
Level
91
Min budget

Overview

Hardcore SSF....with Infernal Blow Warden? | Path of Exile 3.29 | HCSSF is a Path of Exile Warden build by bhamhawker, made for the Allflame league (3.29). It is centered on Infernal Blow and plays as a strength, attack, area, melee archetype. In Path of Building it reaches 310.44K DPS with 162.23K effective HP, 3.17K life. Key uniques include Carnage Heart.

Build Video

bhamhawker's Notes

Campaign Notes: Used Alchemist's Mark for the extra burning ground. Could have likely been better to just use Ele Weakness curse instead. Added Flat damage is the most important DPS increase through campaign. Use "Added Cold" and "Added Lightning" supports on both IB and Static Strike. Ancestral call is a must early on, but later on (Kitava and post-Kitava) it becomes less necessary as you push for more damage. Taking the "Non-Vaal Strikes Target 1 Additional Enemy" mastery point is mandatory. Strike range is quite important for the general feel of the skill, so use "Thrusting One Hand Swords" (i.e. rapiers) and potentially grab the nodes and masteries offering additional strike range. I pathed down to the Bladedancer wheel for this reason, getting +0.6 range from both the mastery and the notable. Pathing to Precise Technique and taking the nearby Weathered Hunter accuracy wheel helps a ton with early damage. Ascendancy notes: I took Mother's Teachings first for Barkskin because of hardcore. The extra phys mitigation early felt quite strong, especially for someone who is new to hardcore runs. You get more evasion as you get hit (and the Barkskin stacks are removed), too. Lesson Of The Seasons was second for the spell damage mitigation. Effectively -250 damage taken of each type (not just elemental or phys) at max Barkskin (10). When you lose it, you get more Spell Suppress PREVENTION, which is a difficult modifier to come by in POE. At 0 stacks, you prevent an additional 30% of the spell damage you suppress, so leaning into spell suppression on the tree and gear is quite strong. Most right-side builds already spec into this, usually taking the Inveterate wheel and the "Chance To Suppress Spell Damage is Lucky" mastery. I opted to take the Oath of Summer as my pre-Kitava 3rd point during campaign for the extra damage from Scorch. I was not using ignite damage or the Mastery giving extra damage against ignited enemies at that point. Once into maps, I changed to Oath of Winter for the significant benefits of freezing packs (which I've found using Ice Bite Support on Static Strike to really shine). Hoarfrost seems to build with reasonable speed on static strike hits, leaving packs frozen longer and allowing Infernal Blow charges/explosions to hit. For the fourth ascendancy I took Avatar of the Wilds for the double damage of Unbound Avatar skill. 100% more damage while always inflicting ele ailments is proving to be very strong for mapping. Static strike procs ailments constantly with our setup, so Avatar is up near constantly in mapping situations. If you wanted to go into Tinctures, it would only require a little bit of tree reconfiguration to take a Tincture wheel or two. You'd likely want the "First 6 Mana Burn Stacks Do Nothing" mastery at the very least, to help maximize tincture uptime. Defenses: Given this is my first time doing hardcore AND doing it without a guide - I don't know if I've overspecced into defenses or underspecced...or just specced appropriately. I opted to go Armour + Evasion, Block capped 65\65 with Versatile Combatant, Spell Suppress capped with Lucky Suppress, and Spell Suppress prevention with Barkskin (removal). Fortify also feels great, and you can utilize it early by adding the gem support to Static Strike until you can path to the Steadfast wheel. For Chaos Damage I'm using Excommunicate Support on Static Strike, which is a makeshift way of mitigating until I can get more good gear with chaos resistance. The Static Strike beam procs and chains go through packs and render them (and bosses) unable to deal chaos damage, which so far is working well. I don't think there are a ton of sources of chaos damage in maps, but I could be wrong there. Moving forward into late mapping and tougher maps, I'll need to focus on ailment and DOT mitigation. The Ancestral Vision gem is a clear target as we're heavily invested in Spell Suppression. DOT mitigation is something I don't have a path forward with yet, however. I do think I'll take the Armour/Evasion helmet mastery offering immunity to bleeding or poison, depending on which stat is highest on the helmet. I have considered taking the Protection wheel for Crystal Skin (Max res, avoid ailments) and the Immunity to Corrupted Blood mastery. Corrupting jewels for immunity to CB is something I also plan to do to save the mastery point.

Gear

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Skull Gutter
Pandemonium Brow
Storm Jack
Carnage Heart
Rapture Coil
Horror Grip
Rage Hand
Pandemonium Buckle
Corpse League
Brood Bastion
Persevering Prismatic Tincture of Ease
Dragon Joy

Skills

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Body Armour

  • Infernal BlowInfernal Blow19/20WMain
  • Added Cold DamageAdded Cold Damage19W
  • TrinityTrinity19/6W
  • ImmolateImmolate17W
  • Elemental Damage with AttacksElemental Damage with Attacks19W

Helmet

  • Flesh and StoneFlesh and Stone19W
  • AutomationAutomation19W
  • Molten ShellMolten Shell19W
  • More DurationMore Duration19W

Gloves

  • Static StrikeStatic Strike19/20W
  • ExcommunicateExcommunicate19W
  • More DurationMore Duration19W
  • Power Charge On CriticalPower Charge On Critical18W

Boots

  • FrostblinkFrostblink6W
  • Shield ChargeShield Charge19W
  • Faster AttacksFaster Attacks19W
  • MomentumMomentum19W

Weapon 1

  • Herald of IceHerald of Ice18W
  • Assassin's MarkAssassin's Mark19W
  • Mark On HitMark On Hit19W

Weapon 2

  • VitalityVitality19W
  • AmbushAmbush19W
  • PrecisionPrecision19W

Passive Tree

Passive tree 3.29
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Warden
Warden
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of the Brine King, Soul of Tukohama

Character Stats

Level
91

Damage

Full DPS
310.44K
Combined DPS
252.72K
Hit DPS
245.85K
With Poison DPS
245.85K
With Ignite DPS
252.72K
With Bleed DPS
245.85K
Damage over Time
6.87K
Ignite DPS
6.87K
Culling DPS
0
Reservation DPS
0
Average Damage
63.36K
Burst Damage
63.36K

Attack & Crit

Attack/Cast Rate
3.88/s
Hit Chance
100%
Accuracy
4.51K
Crit Chance
100%
Crit Multiplier
423%
AoE Radius
2.4 m
Mana Cost
26
Life Cost
0

Defence

Effective Hit Pool
162.23K
Life
3.17K
Energy Shield
56
Mana
201
Ward
0
Armour
10.91K
Evasion
12.24K
Phys Damage Reduction
71%

Mitigation & Avoidance

Block
68%
Spell Block
65%
Spell Suppression
98%
Evade (Melee)
59%
Evade (Projectile)
59%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+105%)
Cold Resistance
75%
Lightning Resistance
75% (+70%)
Chaos Resistance
-1%

Max Hit Taken

Physical
11.83K
Fire
29.79K
Cold
29.79K
Lightning
29.79K
Chaos
7K

Recovery

Life Regen
454.3/s
ES Regen
0/s
ES Recharge
56/s
Mana Regen
17.6/s
Life Leech
633.4/s
ES Leech
0/s
Mana Leech
200.8/s

Attributes & Utility

Strength
287
Intelligence
121
Dexterity
281
Movement Speed
61%
Endurance Charges
4
Frenzy Charges
3
Power Charges
3
Rage
1
Devotion
0