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Hydrosphere is BACK and is BETTER than EVER! [PoE 3.21 Crucible] League Starter

PoE 3.21 · CrucibleOccultistHydrosphere

3 years ago271

by aer0Subscribe

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1.39M

DPS

162.23K

Effective HP

4.32K

Life

1.05K

Energy Shield

Overview

Hydrosphere is BACK and is BETTER than EVER! [PoE 3.21 Crucible] League Starter is a Path of Exile Occultist build by aer0, made for the Crucible league (3.21). It is centered on Hydrosphere and plays as a intelligence, spell, area, duration archetype. In Path of Building it reaches 1.39M DPS with 162.23K effective HP, 4.32K life, 1.05K energy shield. Key uniques include Mistwall.

Build Video

aer0's Notes

-------------------------------- Leveling Tips: -------------------------------- - NEW! Be sure to craft leveling wands with the vendor recipe for added cold damage to spells. (Magic Wand + Sapphire Ring + Alteration) Rarity of ring decides the mod tier: Normal lvl 8, magic lvl 14, rare lvl 20. - NEW! When you can, craft +1 cold wands with the vendor recipe (Normal Wand and +2 or more quality gems with a combined total of 40% quality & the Cold tag) - Pick up gems as you go and level them in off hands, even if you arent using them yet. - Things you MUST do before swapping to Hydrosphere 1) First lab, taking the power charge node 2) Take "Instability" and "Disciple of the Forbidden" on the passive tree 3) Have a minimum 2L of Ice Spear-Increased Critical Strikes -this gives ice spear 100% crit chance when it turns to its second form, which is how we guarantee that we freeze the hydrosphere -freezing the hydrosphere is what makes it pulse, so on single target, you place the hydrosphere, then cast ice spear on it and the boss. This results in incredibly high single target for the campaign. - Hydrosphere does NOT pulse unless it is frozen. It will still do cold damage when moving it around though, making it great for clear even if you dont freeze it. - Dont get any lightning damage to spells, because if you shock the hydrosphere it will convert half of its damage to lightning, which we dont scale - In the end game, we use our huge aoe vortex with 100% crit to freeze it on single target. For mapping, the hydrosphere gets reliably frozen by our herald of ice (that we get big crit on). Once the hydrosphere is crit, it will pulse for the duration of the hydrosphere. - Switch to Eldritch Battery when you have over 500ES and that solves mana and allows you to use Zealotry on a divine blessing. This is a great solution for a while but we dont use it in the end game. -when using EB, you dont need mana, so i suggest leveling a vitality as high as you can to use up the rest of your mana. - In Act 5, you'll have a chance to complete the "Key to Freedom" act, which can give a diamond flask. Equip as soon as possible. -You won't be able to run the three auras in the Lvl34 setup right away, but use the ones you feel are the best for you at the time until you get the mana reservation wheel(s) on the tree. Grace if you need defence, Hatred if you want offense. Level whichever you arent using in the offhand. -------------------------------- General Tips: -------------------------------- - Do not get lightning damage anywhere on your build. If you shock the hydrosphere, it will convert half its damage to lightning, which we do not scale. - If you play dual wands, DO NOT take the shield wheels on the tree! Invest them into life, damage, cast speed, or crit. - The Hydrosphere effectively acts as a huge aoe totem while its pulsing. You can cast the hydrosphere over and over for more damage, but you can also leave it to do single target damage while you move, this will be particularly useful in the league mechanic. - Make sure on single target you drop vortex on the boss and hydrosphere, to freeze the hydro and also to bonechill the boss. -The build guide has two item lists, one for early and mid end game. I will be releasing videos periodically on my upgrades and things I have tested, so stay tuned to the stream and make sure you're subbed to the Youtube! -Dual wands/Void Batteries is much more offense, but the shield provides a lot of defense. Decide whats best for you by testing! -Intensify is an interesting link that adds a lot of damage if you are casting often (single target) and a lot of aoe but less damage when mapping. I find it to be a great gem, but it can be preference. Feel free to drop it for increased crit strikes, Power charge on crit, etc. -When you are mapping and have a few extra chaos, you want to try to make those gloves. I recommend buying a pair of gloves with one of the eldritch implicits (if available), using one Essence of Horror, and then trying to roll the other implicit. Then benchcraft whatever you need. These gloves will get you all the way to T16s until you can make a big upgrade. -Eventually, if you go for Badge of the Brotherhood and want to kill end game bosses, you'll need an influence chest with frenzy on hit. You can also add an additional curse and spell crit to this chest pretty easily. If I go this route, I'll craft one in the next video! -------------------------------- Gems -------------------------------- Gems are listed by level, and then ordered with their suggested supports. Supports are listed in order of importance. ---- 1-12 ---- Freezing Pulse Added Cold (Kill Brutus) Added Lightning Frost Bomb Arcane Surge (keep at a low level, 1-4 dependinding on mana cost of Frost Bomb) Flame Dash (Kill Brutus) ---- 12-16 ---- Creeping Frost (Kill Mervail, Act 1 Vendor) LMP (Kill Brutus) Added Cold (Kill Brutus) Added Lightning ---- 16 ---- Herald of Ice (Kill Fidelitas A2) ---- 34+ ---- Hydrosphere (Kill Voll) Added Cold Damage (Kill Brutus A1) Cold Penetration (Fixture of Fate A3) Concentrated Effect (Kill Weaver A2) Increased Critical Strikes (Kill Brutus A1) Ice Spear (Kill Mervail A1) LMP (Kill Brutus) Increased Critical Strikes (Kill Brutus A1) Increased Critical Damage (Kill Weaver A2) Hatred (Vendor A3) Grace (Fixture of Fate A3) Herald of Ice (Kill Fidelitas A2) Vortex (Kill Gravicious A3) BoneChill (Kill Malachai A4) Arcane Surge (A1) Flame Dash (A1) Only if you take EB: Zealotry (Vendor A3) Divine Blessing (Fixture of Fate A3) Inspiration (Fixture of Fate A3) ----- Endgame Links ----- Hydrosphere (Kill Voll) Cold Penetration (Fixture of Fate A3) Increased Critical Damage (Kill Weaver A2) Inspiration (Fixture of Fate A3) Power Charge on Critical (Kill Weaver A2) Intensify (Fixture of Fate A3) [Can replace one of the above if you want more crit chance] Increased Critical Strikes (Kill Brutus A1) Hatred (Vendor A3) Vaal Grace (Fixture of Fate A3 + Vaal Orb) Tempest Shield (Open Tree A2) Herald of Ice (Kill Fidelitas A2) Increased Critical Strikes (Kill Brutus A1) Added Cold (Kill Brutus) Arcanist Brand (Kill Malachai A4) Assassin's Mark (Fixture of Fate A3) Frostbite (Vendor A3) Vortex (Kill Gravicious A3) BoneChill (Kill Malachai A4) Arcane Surge (A1) Increased Critical Strikes (Kill Brutus A1) Frost Shield (Kill Malachai A4) Portal CWDT Level 1 (Kill Malachai A4) Immortal Call Level 3 (A6)

Gear

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Mistwall
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Skills

Body Armour

  • HydrosphereHydrosphere21/20WMain
  • InspirationInspiration20W
  • Increased Critical DamageIncreased Critical Damage20W
  • Cold PenetrationCold Penetration20W
  • Power Charge On CriticalPower Charge On Critical20W
  • IntensifyIntensify20W
  • Increased Critical StrikesIncreased Critical Strikes20W

Boots

  • VortexVortex20W
  • BonechillBonechill20W
  • Arcane SurgeArcane Surge10W
  • Flame DashFlame Dash20W
  • Increased Critical StrikesIncreased Critical Strikes20W

Gloves

  • Herald of IceHerald of Ice20W
  • Increased Critical StrikesIncreased Critical Strikes20W
  • Added Cold DamageAdded Cold Damage20W
  • PortalPortal1W

Weapon 1

  • Vaal GraceVaal Grace20W
  • HatredHatred20W
  • Tempest ShieldTempest Shield20W

Weapon 2

  • Assassin's MarkAssassin's Mark20W
  • Arcanist BrandArcanist Brand20W
  • FrostbiteFrostbite20W

Helmet

  • Cast when Damage TakenCast when Damage Taken1W
  • Frost ShieldFrost Shield20W
  • Immortal CallImmortal Call3W

Gloves

  • Arctic ArmourArctic Armour20W

Passive Tree

Passive tree 3.21
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Occultist
Occultist

Character Stats

Defence

Effective Hit Pool
162.23K
Life
4.32K
Energy Shield
1.05K
Mana
61
Phys Max Hit Taken
14.61K
Armour
0
Evasion
27.55K
Block | Spell Block
75% | 57%
Ward
0

Resistances

Fire Resistance
75%
Cold Resistance
75%
Lightning Resistance
75%
Chaos Resistance
25%

Offence

Total DPS
1.39M
Crit Chance
77%
Crit Multiplier
600%

Attributes & Utility

Strength
101
Intelligence
345
Dexterity
197
Movement Speed
105%