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PoE2 0.4·The Last of the Druids·Invoker

Kulemak's Tower Defense Invoker Build

by silversurfer0227 months ago2

DPS
82.91K
Effective HP
21.43K
Energy Shield
5.37K
Spirit
223
Level
90
Min budget

Overview

Kulemak's Tower Defense Invoker Build is a Path of Exile 2 Invoker build by silversurfer022, made for the The Last of the Druids league (0.4). It is centered on Comet and plays as a intelligence, spell, area, cold archetype. In Path of Building it reaches 82.91K DPS with 21.43K effective HP, 1.53K life, 5.37K energy shield. Suited for: Mapping, Abyss, Ritual. Key uniques include Lavianga's Spirits, Solus Ipse, Maligaro's Virtuosity.

Build Video

silversurfer022's Notes

pob: https://pobb.in/d696tDtKbodI

Why play PoE2 when you can play tower defense in PoE2? Here is a fun and different build. The main idea is to use Solus Ipse helmet to have 3 Kulemak's Dominion on all three offerings. Danse Macabre doubles each offering so that the 50% less damage penalty is mitigated. In the best scenario this is 300% more damage if you have all three offerings out.

The main skills we are duplicating are Enervating Nova from a paralysing staff, and Comet which will come from CoC and CoMD. CoC comet double dips Kulemak's Dominion bonus since we generate 4x the energy from Enervating Nova, and each triggered comet is also duplicated 3 times. This results in 16 times the comets if all three offerings are out.

CoMD works a bit funny with offerings. The skeletons don't actually die when the offerings are created, they just become the spikes. When the offerings expire, then we get the energy from CoMD. The amount of energy depends on which skeleton was sacrificed. With invoker's 35% more meta energy, the sweet spot is reavers. Each reaver gives 35 base energy, and we need 218% increased meta energy so that every offering cast will trigger a comet. In practice we can be a bit less that 218% since we also have energy refund chance. The triggered comet will also be duplicated at the offering that just expired to trigger it, so we are guaranteed a comet even if it is the only offering out.

We set up our offerings so that two of them have 3.86 seconds duration, so are protected by Utmost Offering. We also have a long duration bone offering which lasts almost 18 seconds, and is protected by Brutus' Brain, along with the reavers and clerics. This way all our minions are invulnerable. A couple of clerics and Citaqualotl's Thesis provides the revives needed.

The play style is a bit different and takes a while to get used to. It is more like tower defense. You set up your offerings and let the mobs come in to your electric field and comet rain. The most important thing is to know where your offerings and fodders are. It can be difficult with all the fireworks on screen. We also set up weapon swap so that we can teleport our minions to us if necessary. Since our minions are invulnerable, there won't be any revive timer. Weapon swap also gets around the offering cooldown. You cannot cast an offering again before it expires, so offering duration is same as offering cooldown. But if you weapon swap, the offering despawns and you can cast it again. This is really only necessary for the long duration offering.

This build is not the fastest for mapping since minions are slow and we rely mostly on mobs coming to us. It is however great for rituals, and good for abyss. With abyss we can see when and where the final mob will spawn from, so we drop a long duration offering on top of the abyss pit just before they spawn, and we can run away and drop comets on them from off screen. It is a great feeling when we pull it off, essentially we out bullshitted all the bullshit abyss mechanics with our shenanigans.

We murder slow moving and large size bosses. However something like Balbala is impossible to catch with stationary offerings. In those cases we weapon swap to a triple cast on X setup. Drop the minions and put on CoEA and EI. We have a random Thunderstorm on our CoC, this is to enable Shocking Conduction 2 on bone blast.

The best thing about this build is that it is cheap and easy to put together. Invoker's ascendancy nodes cover all the expensive aspects. We don't need any spirit gear, and since we are crit capping maligaro's with pinpoint critical, sunder my enermies is Rakiata's at home. Our damage scaling is more from shenanigans than gear.

Finally this build plays much better with mouse and keyboard. Unfortunately I am on controller so I had to remove astral projection from enervating nova, and can't really control which minions are offered. If you are on mouse and keyboard, remember to put on astral projection and you will have a much better time.

Gear

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Beast Chant
Solus Ipse
Beast Sanctuary
Brood Collar
Brood Hold
Armageddon Gyre
Maligaro's Virtuosity
Brood Cord
Viper Spur
Kraken Refuge
Bubbling Ultimate Life Flask of the Sylvan
Lavianga's Spirits
Drizzling Stone Charm of the Wide
Floral Thawing Charm of the Medic
Sunburst Antidote Charm of the Practitioner
Maelstrom Solace
Damnation Shard
Heart of the Well

Skills

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  • Cast on Minion DeathCast on Minion Death18/20W
  • CometComet19/23WMain
  • Boundless Energy IIBoundless Energy II1W
  • Energy RetentionEnergy Retention1W
  • Efficiency IIEfficiency II1W
  • Pinpoint CriticalPinpoint Critical1W
  • Cast on CriticalCast on Critical21/23W
  • CometComet21/20WMain
  • ThunderstormThunderstorm8/20W
  • Boundless Energy IIBoundless Energy II1W
  • Efficiency IIEfficiency II1W
  • Pinpoint CriticalPinpoint Critical1W
  • Elemental InvocationElemental Invocation18/20W
  • CometComet20/20WMain
  • Boundless Energy IIBoundless Energy II1W
  • Clarity IIClarity II1W
  • Efficiency IIEfficiency II1W
  • Pinpoint CriticalPinpoint Critical1W
  • Cast on Elemental AilmentCast on Elemental Ailment18/20W
  • CometComet21/20WMain
  • Boundless Energy IIBoundless Energy II1W
  • Concentrated AreaConcentrated Area1W
  • Efficiency IIEfficiency II1W
  • Pinpoint CriticalPinpoint Critical1W
  • Enervating NovaEnervating Nova20W
  • Pinpoint CriticalPinpoint Critical1W
  • Rapid Casting IIRapid Casting II1W
  • Zenith IZenith I1W
  • Magnified Area IIMagnified Area II1W
  • Rising TempestRising Tempest1W
  • Soul OfferingSoul Offering13W
  • Kulemak's DominionKulemak's Dominion1W
  • Danse MacabreDanse Macabre1W
  • Overabundance IIOverabundance II1W
  • Compressed Duration IICompressed Duration II1W
  • MobilityMobility1W
  • Skeletal ReaverSkeletal Reaver18W
  • Brutus' BrainBrutus' Brain1W
  • Sacrificial Lamb IISacrificial Lamb II1W
  • Blind IIBlind II1W
  • MaimMaim1W
  • Culling Strike IICulling Strike II1W
  • Pain OfferingPain Offering5W
  • Kulemak's DominionKulemak's Dominion1W
  • Danse MacabreDanse Macabre1W
  • Overabundance IIOverabundance II1W
  • Compressed Duration IICompressed Duration II1W
  • MobilityMobility1W
  • Bone BlastBone Blast18W
  • Pinpoint CriticalPinpoint Critical1W
  • Rapid Casting IIRapid Casting II1W
  • Shock Conduction IIShock Conduction II1W
  • Spell EchoSpell Echo1W
  • Bone OfferingBone Offering11W
  • Kulemak's DominionKulemak's Dominion1W
  • Danse MacabreDanse Macabre1W
  • Brutus' BrainBrutus' Brain1W
  • Prolonged Duration IIProlonged Duration II1W
  • MeditateMeditate20W
  • Cooldown Recovery IICooldown Recovery II1W
  • Second Wind IIISecond Wind III1W
  • Skeletal ClericSkeletal Cleric18W
  • Brutus' BrainBrutus' Brain1W
  • MeditateMeditate1W

Weapon 1

  • Bone BlastBone Blast18W

Passive Tree

Passive tree 0.4
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Invoker
Invoker

Character Stats

Level
90

Damage

Full DPS
0
Hit DPS
82.91K
Damage over Time
1.37K
Ignite DPS
1.37K
Culling DPS
0
Reservation DPS
0
Average Hit
118.64K
Burst Damage
118.64K

Attack & Crit

Attack/Cast Rate
0.7/s
Hit Chance
100%
Crit Chance
100%
Crit Multiplier
350%
AoE Radius
2.8 m
Mana Cost
124.02
Life Cost
0
Spirit Reserved
0

Defence

Effective Hit Pool
21.43K
Life
1.53K
Energy Shield
5.37K
Mana
831
Spirit
-19
Darkness
0
Armour
651
Evasion
5.45K
Phys Damage Reduction
6%

Mitigation & Avoidance

Block
0%
Spell Block
0%
Spell Suppression
0%
Evade (Melee)
37%
Evade (Projectile)
37%
Evade (Spell)
37%
Deflect
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
75% (+1%)
Cold Resistance
75% (+2%)
Lightning Resistance
75% (+2%)
Chaos Resistance
42%

Max Hit Taken

Physical
6.96K
Fire
24.62K
Cold
24.62K
Lightning
24.62K
Chaos
7.26K

Recovery

Life Regen
32.7/s
ES Regen
0/s
ES Recharge
5.37K/s
Mana Regen
87.8/s

Attributes & Utility

Strength
58
Intelligence
198
Dexterity
97
Movement Speed
43%
Endurance Charges
3
Frenzy Charges
3
Power Charges
3
Devotion
0
Presence Radius
4 m