A few people asked for a follow up post to initial post on CoC Forbidden rite trickster. Here's the current POB: https://pobb.in/DnGo8K1VHRIe
Overall impressions: the build is really starting to feel good, though it took a lot of tweaking to get there. I've made some major changes since my first post, notably committing to more power charge stacking with Militant Faith, going in for brittle on boots to cap my crit chance (still very strong), backing off spell block somewhat, and reworking my main links a lot. The defenses feel very strong for mapping - I'm running t16 dunes with the double altar effect keystone and dying very rarely while taking all the damaging mods.
My gear is still a bit of a mess: priorities right now are getting a better curse on hit ring, particularly with more res and energy shield, which should allow me to finish my helm with phys taken as fire. I also just need levels desperately: even three extra points would go a long way. I've probably put about 20 divines into the build.
Things that are working well:
- The defenses. 95% evade (POB is missing a point somehow, but it shows 95% in game), plus 4 endurance charges, plus more phys as fire feels really strong for mapping. Spell suppression + spell block feels similarly strong. The biggest issue is when i hit the archenm mod that turns off leech. Immortal call is also a huge amount of mitigation combined with our endurance charges.
- The mana: i've been able to drop the reduced cost on my flask, and for general mapping we are always at full. For single target it's a bit sketchy, but that should be solved soon with gear.
- Clear/playstyle: it's a good build, and while i want it to do a lot more damage the damage is still good. I'm able to take down really juiced up essences with all but the most rippy archnem mods. Spin to win, etc.
- CI: It seems like there's more chaos damage than ever, and CI ignoring that is great. With abberath pantheon ignoring burning ground and making ignites 60% shorter, I'm really only worried about big bleeds and strong vortexes (which have gotten me a few times). Sill, ignoring both burning and caustic ground is super nice.
- Frost shield: I'm running a nice little four link of vengeance - CoC - power charge on crit - Frost Shield. Frost shield itself has felt really good: we easily out sustain the drain; it gives us a really big shield and caps our spell crit. The fact that it's not a guard skill means that we can trigger it repeatedly in fights, and we can have it up before we get hit, which allows us to absorb a big blow before cwdt triggers immortal call. Having frost shield on CoC means there's no level requirement, so we can run a level 20 frost shield. It's great.
Things that weren't working/aren't feeling great:
- The damage: I've made a lot of progress here but it's still quite low relative to what i'd like. Luckily there's lot of obvious ways to scale the damage still: the big one is moving into the next cooldown window of CoC, but also getting more power charges, more crit multi, forbidden flame/flesh, possibly a second cluster setup along with better gear.
- The left side of the tree: I've gone left to get the additional power and endurance charges, which i think it is worth, but I'm spending a ton of travel nodes to get there. Not sure what to drop.
- Projectiles/AOE: I've come to the conclusion that the overlaps on forbidden rite just aren't there. I moved away from volley support, and it seems like most high level characters have done the same. I'd like to get 2% increase aoe in there to put me up to 9 radius and see if that helps.
- Wind dancer: I've dropped it and felt more tanky as a result. i was hoping it would make me more tanky against 1 shots but I think it's just not worth if you are already evasion capped.
Last time I posted I got a lot of great feedback, so please feel free to post your suggestions for improvement. My near term goals include more levels, my long term goal is mageblood for the hot replica rumi's tech.