PoE 3.17·Archnemesis·Raider
Standard League Mahuxotl's/Doryani's min-max Wander Theorycraft
by Wreckfest4 years ago1
- DPS
- 909.6K
- Effective HP
- 77.92K
- Life
- 5.79K
- Level
- 100
- Min budget
Overview
Standard League Mahuxotl's/Doryani's min-max Wander Theorycraft is a Path of Exile Raider build by Wreckfest, made for the Archnemesis league (3.17). It is centered on Kinetic Blast and plays as a intelligence, attack, projectile, area archetype. In Path of Building it reaches 909.6K DPS with 77.92K effective HP, 5.79K life. Suited for: Mapping, Simulacrum, Delirium, Ultimatum. Key uniques include Mageblood, Bottled Faith, Mahuxotl's Machination, Doryani's Prototype, Ashes of the Stars.
Wreckfest's Notes
Hey all, apologize for the wall of text! PoB at the end :) This is a borderline meme build, it can only be done on Standard league with drop restricted gear from Ultimatum league. However, this is a theoretical min-max version of a build I made in Ultimatum league! I didn't have the currency to make the build really stand out, and a couple leagues later there are a lot of cool new toys to add to the build. This post is mostly a discussion about the build, hopefully people can pick apart some of the weaknesses and help me fine-tune it :)
Some short disclaimers about the build:
- Some of this gear is very difficult to obtain: the corrupted shield, and the fractured helmet being the standouts. I included these items as I already own them from Ultimatum league. Also Mageblood. I don't own one of these sadly, which is the main limiter in me actually making the build :(
- This build is very likely not worth the currency it would take to reach it's mediocre damage, there are much more effective builds out there both in terms of cost and viability.
So what's the build about?
My initial build theory in Ultimatum was to make use of the popular Mahuxotl/Tempered by War interaction to completely remove lightning damage taken and focus purely on Fire and Chaos resistances for mitigation. Then we use Doryani's Prototype to enhance our lightning damage, and I went with KB/PS for my skill of choice. (another small disclaimer: this build is probably a lot better as Lightning Strike, but I wanted to make it a wander.) My build had capped evasion and high dodge/spell dodge which helped our relatively high ehp pool. However, with my level of investment (around 150-200ex) and knowledge at the time the build fell a little short. Damage was mediocre, and I still died due to weak recovery/clear speed.
Why go again? What changed?
Since Ultimatum league, there have been a ton of cool new things added in terms of defenses. The main things I wanted to add to the build were:
- Spell Suppress Cap
- Mageblood
- Many more/more effective auras
- Bleed Avoidance (physical degen one of our biggest weaknesses)
- Melding of the Flesh being a massive jewel for damage, basically 4 perfect threads of hope
And the main one: Dissolution of the Flesh combined with Petrified Blood. CaptainLance is one of my biggest inspirations in wanting to actually make wacky tanky builds and seeing this interaction effectively doubling your ehp pool with petrified blood and effective recovery made me want to give this build another try.
Here are some of the main weaknesses of the build:
- Our only recovery is from life gain on hit, and leech. So if we tank a boss hit that would kill us, and have no way of hitting something to recover, then we just die. I am not sure how unlikely this is, physical damage is the most likely to kill us and we can take a theoretical hit of 31.5k. According to CaptainLance's video on dissolution, this should be ~63k if we make use of our entire unreserved life pool. I don't know how hard things normally hit for, but we should in theory never be able to die in maps with our current defenses and recovery.
- Low Damage. Our investment into defense is substantial and we need a lot of our suffixes on non-unique gear for attributes, chaos and fire resistances just to enable the build. The damage is respectable, and you can probably clear everything barring highly delirious content fairly comfortably but the damage isn't there for 30 simulacrum and giga juiced delirium mapping. Maybe this is different if you go lightning strike instead? I have never played nor theorycrafted a lightning strike build so if anyone wants to take a spin at converting this into LS so I can see how good it is I would welcome that! The wand version has a lot of travel nodes and requires some small investment beyond the tree into int just to equip our wand. Like I said though, I am a stubborn wand player.
- Physical Degens are probably what most deaths on this character will come from. With no regen, we will melt very fast even with Dissolution. We get around bleeds with 100% bleed avoidance from boots+jewel implicits, but other sources exist.
- Maybe the biggest weakness is it's cost. I am certain the build will work without Mageblood, but it will be significantly weaker in defenses, without capped evasion and no giga ruby flask for fire damage. However, this gear isn't excessively expensive in terms of crafting, all of the rares can be reasonably self crafted. I believe getting everything on here, barring the corrupted shield would be around 300 exalts plus Mageblood. Adding a crafting guide to a build that uses legacy gear seems like a waste but if people want to know how to craft this stuff/some cheaper alternatives I'm game.
This is a very long-winded post to sort of describe my thought process as I came up with a sort of endgame build for myself. I've always wanted to make a giga tanky wander and this sort of fits the bill. I think I've added enough damage for the build to not feel bad playing it and you can definitely sacrifice some defenses for more damage. Or play lightning strike instead :^) If you read it or checked out the PoB let me know what ideas you might have to improve upon it!
Gear
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Skills
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Passive Tree


- Bandits
- Eramir (1 Passive Skill Point)
- Pantheons
- Soul of Solaris, Soul of Shakari
Character Stats
- Level
- 100
Damage
- Full DPS
- 0
- Combined DPS
- 909.6K
- Hit DPS
- 909.6K
- With Poison DPS
- 909.6K
- With Ignite DPS
- 909.6K
- With Bleed DPS
- 909.6K
- Damage over Time
- 0
- Culling DPS
- 0
- Average Damage
- 184.78K
Attack & Crit
- Attack/Cast Rate
- 4.92/s
- Hit Chance
- 100%
- Crit Chance
- 82%
- Crit Multiplier
- 306%
- Mana Cost
- 0
- Life Cost
- 13
Defence
- Effective Hit Pool
- 77.92K
- Life
- 5.79K
- Energy Shield
- 0
- Mana
- 21.54
- Ward
- 0
- Armour
- 30.81K
- Evasion
- 37.88K
- Phys Damage Reduction
- 72%
Mitigation & Avoidance
- Block
- 26%
- Spell Block
- 0%
- Spell Suppression
- 100%
- Evade (Melee)
- 95%
- Evade (Projectile)
- 95%
- Attack Dodge
- 0%
- Spell Dodge
- 0%
Resistances
- Fire Resistance
- 83% (+10%)
- Cold Resistance
- -57%
- Lightning Resistance
- -70%
- Chaos Resistance
- 88% (+2%)
Recovery
- Life Regen
- 0/s
- Net Life Regen
- -231.76/s
- ES Regen
- 0/s
- Mana Regen
- 13.4/s
- Life Leech
- 1.19K/s
- ES Leech
- 0/s
- Mana Leech
- 153/s
- Total Degen
- 231.76/s
Attributes & Utility
- Strength
- 160
- Intelligence
- 190
- Dexterity
- 293
- Movement Speed
- 185%
- Endurance Charges
- 3
- Frenzy Charges
- 3
- Power Charges
- 4
- Devotion
- 0