Run Resolute Technique for Most the early game, you need around 1.5k - 1.6k accuracy to get to 100% hit chance against lvl 83 mobs
This can be achieved generally with around 400 accuracy roll on jewelery (or more dex, you get 5 accuracy per dex), and precision in a aura. If you dont have the spirit you can put it into your weapon set 2 aura (berserk) and it will snapshot with your totems
There might be something doable here with Maim and/or Blind to reduce the enemy evasion so that you dont need as much accuracy to hit
Use Stun Charm for "increased stun buildup" maps
Heavily Stun Mechanics:
Unsure if stun duration on maces is local or affects totems. I dont think they do.
After you stun the boss, they gets around 10 seconds of I think its 75% less stun buildup (it is around 60-80% estimate).
It starts when the boss stun bar resets fully to zero. and boss stun buildup goes back to normal after the stun resistance is gone.
You can see when the boss has resistance because their stun bar will be brighter orange colour
Warbringer Advantages: (vs gemling)
Super easy rage uptime
Good clear (since we know heralds will get nerfed likely)
Tanky (after getting 4th ascendancy), can randomly die to aoes before.
Kinda squishy with 2.8k life. really want some more life but its pretty hard to get access to strength or life gear since SSF. Just have to keep praying
About Bloodleting and the bleed chance nodes leading to it (on passive tree)
I thought it gave 10% bleed magnitude, but it gives 15%. So the effective DPS is slightly higher than 16% (its probably what POB thinks it is)
Asking Bing AI to do some calcs regarding the effective dps increase
POB says its 30% more damage for those 3 nodes which seemed a bit too high so I'm getting BING AI to do some maths on them
Totem Attack Rate: Each totem attacks once every 2 seconds, hitting twice per attack (one small hit and one big hit).
Bleed Duration: Bleed lasts for 5 seconds, dealing 16.5% of the hit's damage every second.
Bleed Reapplication: Since the totems attack every 2 seconds, the bleed may be reapplied before its full duration is completed. This means the bleed damage will not always get its full 5-second duration.
To simplify, let's assume that the bleed is reapplied every 2 seconds, so the bleed damage will only last for 2 seconds before being refreshed.
Adjusted Bleed Damage: If the big hit causes the bleed, the bleed will do 0.165 of atk damage every second for 2 seconds, resulting in a total bleed damage of
0.165 * 2 = 0.33
Chance to Bleed: There's a 48.8% chance that at least one of your totems will cause a bleed on their second big hit. 1 - (0.8 * 0.8 * 0.8) = 0.48% (1 minus chance to not bleed for all 3 totems on 2nd slam)
Effective Damage Increase
= 0.33 * 0.488 = 0.161
So, the effective damage increase from these skill tree nodes, considering the continuous attacks and bleed reapplication, is approximately 16.1%.
Playtime: 1 day 11 hours Update
Build is already capable of clearing t14 and t15 maps (assuming they arent super rippy). You want to avoid mods like "element pen", "elemental weakness", "more damage", "extra damage as elemental/chaos" etc. I'm mostly doing magic t14/t15 maps
I've done some of the rippy mods but I havent died, however I am playing while dodging monster slam attacks/on death explosions and paying attention.
Defensives wise the build is quite safe for mechanics like expedition and ritual, as soon as 1 mob dies to corrupting blood, the corpse pops wipe the rest of the screen. It has allowed me to do very rippy expeditions without any fear at all
and thats really good for gear progression. Sesimic Cry pushing mobs back constantly is really good for safety. Increasing the range of the cry would help with pushing mobs back further, as a defensive mechanic.
more str would help too but I believe that we need uniques for that.
Single target dps is also pleasantly good, rolling slam totems are dunking on bosses and generally a map boss dies within 3-6 rolling slam attacks
Im surprised because there are barely any changes from the initial 1 day POB to this one, mainly small gear changes (upgraded boots and different amulet, different runes to cap rez).
The amulet gives int so it lets me take more strength on the tree (attribute nodes) and the int is needed cause the boots are 61 int requirement ones (they dropped with 30% ms so I'm using them, but because we arent running blasphemy, you want lower int requirement ones).
I'm not running blasphemy because Im running berserk, overwhelming presence and scavanged plating. Its also cause I corrupted mine when it had 2 sockets, and I dont have any low level spirt gems to get a fresh blasphemy.
And the int requirement for it is really high, I rather get strength travel nodes for more life.
There is also some anti synergy for blasphemy, as your warcry will push the mob out of the blasphemy range. So it feels a little redudant, unless you're doing bosses. Mainly its a boss swap angle
In regards to SSF gearing:
- Expedition seems quite good at this stage cause gear is still pretty bad and expedition lets you see many options, giving u the best chance of finding strength/life + resistance gear.
- Essences still seem pretty rare, I've specced to them on the tree. they seem good for crafting but its RNG. Elemental essences on armour gurantee the respective resistance type so thats useful.
- I'm trying the local knowledge node on the atlas but i'll be honest, no clue how good or bad it is. It feels a bit meh
- I'm still mainly doing map bosses, but I might start to focus on expedition for the svalin shield. And the expedition vendors do help with getting better gear
Overall thoughts:
Very Positive, with a bit more gem levels (lvl 19 totem, lvl 19 rolling slam, currently these are lvl 17) and some more life and strength on gear (mainly for max hit), I think the build will be able to start challenging the dificulty 0 bosses.
I'm fairly confident I can already do trialmaster or zarokh but the boss fight might take a bit of time (like 1-2min)
A 5 link would really help lmao pls ssf gods give me one. If I did get one, it would go on the rolling. and likely be Heft Support.
I havent felt the need for inspiration but I'm using my health flask when I spawn the totems, so maybe thats a good support option as well.
For your reference:
Sesimic Cry:
Cast time: 0.25 (4 casts per second max)
Corrupting Blood Tooltip Damage: 978 per second (per stack)
Aoe size: 4.1m (Bit bigger would help)
Ancestral Totem/Rolling Slam:
Lvl 27 totem and Lvl 27 Rolling Slam. +10 from global modfiers, base is lvl 17 for both. +5 from mace, +4 from mace, +1 from gloves
Rolling Slam First Slam: 16231 dmg
Rolling Slam Second Slam: 32461 dmg
Attack Time: 2.63 seconds
Totem Duration: 9.38 seconds
Use Time: 0.5 seconds
Totem Life 6108
Bleed chance: 20% (from tree)
Playtime: 1 day 12 hours: TITAN ROT DROPPED POG LOGIN
Just dropped a 26% titanrot chestpiece, swapped my ring and amulet for more life, also finally annoited titanic onto my amulet. Currently I am taking prism guard (+1 max rez, +5 all res) on the tree to cap my resistances, once better gear is gotten,
I will dropped those nodes and swap back to what I had before before, sturdy metal and brutal notables (near start of warrior tree)
Ive got like 580 strength or so, and corrupting blood is 1.2k per stack (20% more dmg pog)
Something to Investigate:
The Wailing Wall Effigial Tower Shield
looks to be a better turtle charm... (until you get svalin). It seems kinda op tbh. But its got 10% reduced ms yikes
T15 bosses u need around lvl 27+ totem (i could kill easily)
Next goal: try and get capped rez without shield, currently very dangerous while placing totems
Playtime 1 day 20 hours: Zarokh Cleared - Lvl 86
This fight took around 5 minutes (like the zarokh fight lol), mainly because titanrot stops my hp from regenning and placing the totem costs life. So i had to rely on my life flask to regen life to place totems.
I've taken off titanrot and went back to my 2% life regen implicit chestpiece after this, but it was also that I wanted to play very safely since I only had 1 entry key (I just did it as soon as I got my 4 floor key).
I didnt wanna place too many totems and run out of life flask so that was the main concern.
I had 79% honour resistance (tooltip said) and around 3k life but relics that boosted it to 4.2k in the trials. and around 6k honour, but it was pretty easy, just slow since I had like 10% ms and the boss fight took ages mainly cause I was concerned about my flasks
The upgrades I had were the following:
- Shield
- +6 Mace
In total my totem level was lvl 30 and I also ran inspiration.
Regarding my tree I took the shattering blow notable, and that was for scavenged plating stacks in maps. It didnt help at all for bosses but i believe with 100%+ increases armour break and that notable, you can guranteed armour break on bosses when they get heavy stunned.
Idk how much damage that provided.
Due to this I have swapped off titanrot and back to what I had before (2% life regen chest)
Update:
Taking a break from poe2 and playing some poe1 atm. May be the end for this character's ssf journey. We'll see how it goes
Hey all, here's the update to my SSF Journey. I'm at the stage where I'm ready to fight all the Difficulty 0 and 1 pinnacles and am farming for the boss entries.
Please use the timestamps to skip around to different sections, similarly to my previous videos, the first section covers changes, gear and build progression, while the rest of the video is an extensive collection of clips to show the build's gameplay.
I've also included my 4th ascension kill (which I immediately did as soon as I dropped my first 4 floor Sekhema and I did very early at lvl 85), and the 3 bosses for that run. I've also included each of the map boss kills for progressing my Map boss atlas tree.
Maxroll:
https://maxroll.gg/poe2/pob/hwocf0y5
00:00 - Start
00:21 - What can the build do at this stage?
01:33 - Build changes - POB Overview
01:49 - Passive Tree Changes
02:20 - Aftershock Cluster (Bleed nodes unspecced for now)
02:46 - Put totem regen notable in main skill tree, not with weapon set points
03:06 - Totem Placement Speed
03:35 - Ascendancy
03:40 - Turtle Charm is insane for survivability
03:55 - Skill Changes (using Warbanner now)
04:09 - Farming Lvl 8/9 Spirit Gems
04:36 - Blasphemy (lvl 8 preferred)
04:48 - War banner Explained
05:23 - Generating Valour Stacks
05:51 - Dropping Scavenged Plating (No good way to proc it)
06:25 - Breaking Armour? (Shattering Blow Thoughts)
06:49 - War Banner Links
06:58 - Other Support Link changes
07:27 - Potential Build Issues You may encounter and how to solve them
07:32 - Corrupting Cry damage is to low to start the corse explosion chain
08:21 - Capping Res without your Shield
08:58 - Blue Marker
09:09 - Progressing the build further
09:15 - Svalinn
10:20 - Trialmaster shield (BIS shield before Svalinn)
11:31 - How to deterministically Craft Melee Skill Level Amulets
13:29 - Bulk Reforging (cause its SSF)
13:44 - How to Equip 212 Str Req Maces?
14:03 - Titanrot and Why I dont recommend using it
14:47 - POB Notes Overview
15:31 - Filter
16:47 - My Opnion of the Build
17:39 - Whats next?
18:36 - Iron Citadel 421% Waystone Drop Chance
22:36 - Copper Citadel 381% Waystone Drop Chance
25:00 - Trialmaster Kill
27:31 - T17 Breach Showcase (Meh breach layout)
28:32 - T17 Expedition Showcase
29:34 - Exploding the Expedition Starts here
30:12 - Getting 4th Ascension - Zarokh (This is a showcase of why Titanrot is bad) - Character is lvl 85 with 2 days played
35:27 - Sekhemas - Floor 1 Boss (The run I got 4th ascendancy on) - Lvl 85, 2 days played
35:48 - Sekhemas - Floor 2 Boss (The run I got 4th ascendancy on) - Lvl 85, 2 days played
36:09 - Sekhemas - Floor 3 Boss (The run I got 4th ascendancy on) - Lvl 85, 2 days played
36:47 - Atlas Progression First T15 Map Boss
37:27 - Atlas Progression First T15 + 1 Map Boss
38:08 - Atlas Progression First T15 + 2 Map Boss
38:51 - Atlas Progression First T16 + 2 Map Boss