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WALKING SIMULATOR Firestorm/Volatile Dead | POE Build Guide 3.23

2 years ago237

by SOROSubscribe

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40.51M

DPS

15.27K

Effective HP

1.9K

Life

117

Energy Shield

Overview

WALKING SIMULATOR Firestorm/Volatile Dead | POE Build Guide 3.23 is a Path of Exile Ascendant build by SORO, made for the Affliction league (3.23). It is centered on Firestorm and plays as a intelligence, spell, area, duration archetype. In Path of Building it reaches 40.51M DPS with 15.27K effective HP, 1.9K life, 117 energy shield. Suited for: Simulacrum, Mapping, Bossing. Key uniques include The Annihilating Light, Olroth's Resolve, Crystallised Omniscience, Heartbound Loop, Heartbound Loop.

Build Video

SORO's Notes

Build by: youtube.com/soropoe ------------------- Build Basics (How it works): ---------- To begin the engine loop, you need 2 weapons on your off hand, each with summon spectral spirits skill. When you swap these to your main hand staff, this kills the minions causing you to take damage from the hearbound rings. The next cycle of self inflicted damage comes from summon skeletons and forbidden rite both separately linked to cast when damage taken. This is all there is to the functioning of the build. Sometimes, you might have to weapon swap a couple of times to start the engine. This happens if you dont have enough Ward in your build setup. You basically need 7 things to get a wardloop to function: 1. Mana and Mana recoup - The most important factor is mana. You need tons of it, and as much reduced mana cost of skills. You can also share some of the mana cost with life cost while recouping both life and mana with each hit. Recoup is the key element of wardloop to sustain the engine. This is also the reason why we are easily able to sustain righteous fire on our build. 2. Reduced Skeleton duration - The way how the engine works is that you basically have a minion skill such as spectral spirits, and when you weapon swap, they die and you take damage from these heartbound rings. This in turn procks your cast when damage taken setups. One of these setups will spawn a level 21 20 summon skeletons and when they die, you take damage again and thus the cycle repeats. So the much lesser duration you have on your skeletons, the faster trigger rate you get. But keep in mind that the duration of these skeletons should not go below 0.2 mille seconds, otherwise they will not spawn. 2 ways you can reduce duration one is through passive tree and other one is through gems. Ideallly your Skeleton duration should be between 0.20s to 0.40s. You can adjust these numbers using the to dust jewels and using gems such as less duration and swift affliction support. 3. Cooldown recovery rate - Another important aspect is the cooldown recovery. You get this from a few sources such as the saboteur ascendancy, suffixes on belts, charms from the primalist and eldritch implicits on boots as well. You try to stack as much as you can to improve the trigger rate of the cast when damage taken setup. 4. Flask sustain for Olroth flask - The reason why we dont die to our self inflicted damage is because of the olroth flask which gives us permanent effect of ward as long as its active. This is the most important aspect of the build and the reason why we have invested so much into flask effect duration and charge gain. 2 main sources to begin with is from the pathfinder node and from the brutal restraint jewel which grants access to the traitor keystone. From here you can scale flask effect duration from jewels and modifiers on our belt. If you are not able to sustain your Olroth, you can remove your 4th flask as well. The reason why we cannot use a micro distillery belt nor any global modifiers to increased effect of flasks is because this also buffs the negative effect of the olroth's less Ward. 5. Ward - Speakin of Ward, the build relies entirely on the total stack of Ward you have. You will need atleast 900 while running Olroth to get this to work. The more Ward you have the tankier the build is. This basically acts as a barrier while taking damage. If you notice your build is loosing life while the engine is active, this means you need to put in some more numbers into it. 6. Not more than 2k life - Another reason can also be due to excessive amounts of flat life in your build. I would recommend not more than 2k life pool. Apart from the summon skeletons with heartbound rings, we are also using a forbidden rite with cast when damage taken. So more life you have, the more damage you take from the forbidden rite. 7. No physical damage reduction/chaos res - With these 2 cast when damage taken sources in our build, both physical and chaos damage should remain in their default values in your build. If you dont take enough self inflicted damage, the engine will not start.

Gear

The Annihilating Light
Skull Veil
Skin of the Lords
Crystallised Omniscience
Heartbound Loop
Heartbound Loop
Empyrean Nails
Dusk Girdle
Glyph Hoof
Plague Sliver
Brood Bliss
To Dust
Carrion Glisten
Saboteur's Corvine Charm of the Necromancer
Brutal Restraint
Rapture Sliver
To Dust
Unnatural Instinct
Chieftain's Ursine Charm of the Chieftain
To Dust
To Dust
Assassin's Corvine Charm

Skills

Body Armour

  • FirestormFirestorm21/20WMain
  • Volatile DeadVolatile Dead21/20W
  • Cast when Damage TakenCast when Damage Taken20/20W
  • Awakened Elemental FocusAwakened Elemental Focus5/20W
  • Increased Critical DamageIncreased Critical Damage20/20W
  • EmpowerEmpower4/20W
  • Vaal Detonate DeadVaal Detonate Dead20/20W

Weapon 1

  • Purifying FlamePurifying Flame20/20W
  • CombustionCombustion20/20W
  • Wave of ConvictionWave of Conviction20/20W
  • FlammabilityFlammability20/20W
  • Cast when Damage TakenCast when Damage Taken20/20W
  • Arcane SurgeArcane Surge20/20W

Boots

  • Righteous FireRighteous Fire20/7W
  • DesecrateDesecrate20W
  • Summon SkeletonsSummon Skeletons21/20W
  • Cast when Damage TakenCast when Damage Taken21/20W

Gloves

  • Lightning WarpLightning Warp21/20W
  • Less DurationLess Duration20/20W

Gloves

  • Forbidden RiteForbidden Rite2W
  • Cast when Damage TakenCast when Damage Taken1W

Helmet

  • Assassin's MarkAssassin's Mark20/20W
  • Cast when Damage TakenCast when Damage Taken20/20W

Helmet

  • Purity of ElementsPurity of Elements20/20W
  • Eternal BlessingEternal Blessing20/20W

Passive Tree

Passive tree 3.23
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Ascendant
Ascendant
Wildwood Primalist
Wildwood Primalist

Character Stats

Defence

Effective Hit Pool
15.27K
Life
1.9K
Energy Shield
117
Mana
1.49K
Phys Max Hit Taken
4.47K
Armour
0
Evasion
362
Block | Spell Block
26% | 5%
Ward
1.19K

Resistances

Fire Resistance
75%
Cold Resistance
75%
Lightning Resistance
75%
Chaos Resistance
-60%

Offence

Total DPS
40.51M
Crit Chance
72%
Crit Multiplier
526%

Attributes & Utility

Strength
20
Intelligence
20
Dexterity
20
Movement Speed
133%