Hello, and welcome to my Frost Blades Warden league start guide!
The notes should cover the majority of common questions for how the build functions, possible choices that differentiate from the guide's loadouts, and thought process on upgrades.
Make sure to use the Loadouts in the top right!
For 3.30, the build got several buffs (such as Avatar of the Wilds duration and Screams of the Dessicated being re-added.) Combined with the new Wickerman statue borrowed power from the league mechanic, the build should feel far faster and
stronger than it was in 3.29, especially in the mid and endgame. The Wickerman statue buff that they showed that provides 30% further strike range looks REALLY good, and should help a lot with making the build feel smoother much earlier;
combined with Greater Ancestral Call Support, the build should be able to strike from very fary away. I've also reworked the PoB to cut out Grace from the build progression entirely, which should smooth out the progression curve of the build a lot. If
you played this build in a previous league, this will be the strongest iteration of it thus far.
Note that damage numbers is without Avatar of the Wilds activated in the loadouts that have it allocated, and tankiness numbers in all loadouts are without Molten Shell or Vaal Molten Shell activated (this build does cap out Molten Shell via high
armour.)
Notes Appendix:
1. Frost Blades vs Lightning Strike, tips for Lightning Strike
2. Build Mechanics
3. League mechanics - what the build excels at, what it struggles with, and small tips
4. Leveling Notes
5. Build Options/Personal Preference Choices
6. Specific Loadout Notes
7. Crafting Guide Notes
Frost Blades vs Lightning Strike, tips for Lightning Strike
- You can easily swap between the skills with just a few changes.
- Ultimately it is up to personal preference.
- Lightning Strike has higher single target damage, as well as Vaal LS for higher burst.
- Frost Blades has much snappier clear, auto-targetting strikes and projectiles, and it's projectiles do not get stuck on terrain.
- Lightning Strike really wants an open layout map like Strand, and suffers heavily in any layout with structure/obstructions.
- Overall, I recommend Frost Blades for a more enjoyable experience, but LS can be stronger in certain circumstances. Swapping to LS temporarily for pinnacle bosses due to higher ST and using the skill to get your voidstones is a great idea.
- Lightning Strike "sweet spot" double hit
- When you have at least 1 source of "non-vaal strike skills target 1 additional nearby enemy," Lightning Strike is capable of now "double hitting" with both the melee and the projectile. When you strike in front of you, the animation calls down a bolt
of lightning, which projectiles shoot out of. However, with an additional strike, it is possible to get this lightning bolt to hit on the ground in front of you AND on the enemy's head, making that enemy get hit by the projectile AND the melee.
I recommend reviewing a youtube vide of this if you are confused, as this is an important part of Lightning Strike's advantage over Frost Blades.
- Lightning Strike odd number of projectiles
- With the above "sweet spot" in mind, it is important that you actually shoot straight so you can "double hit" a single target mob. With that in mind, it's critical that you keep an odd number of projectiles - this way 1 projectile always shoots directly
in front of you. If you have an even number of projectiles, they will fork in front of you and not shoot straight.
Build Mechanics
- Trinity Support
- This support requires you to hit harder with 1 element than the other 2, and to do the same again with another element, within a 4-second window. You don't need all 3 elements, just alternating damage between 2. For example, this build will likely
hit hardest with fire often due to a low roll range for fire damage and due to the lots of fire damage we have from Anger. However, lightning has a giant roll range, so sometimes you will massively exceed your fire damage with lightning damage due
to all the damage received from Wrath. As long as these hits are alternating, Trinity will work as intended. The way to see this for your build is properly importing your character, then going to the calcs screen and reviewing the "MH Hit Damage"
section to see how hard the elements are each hitting. Ideally you have a high roll range with lightning, and your fire or cold damage falls somewhere inside of that roll range, which will make your trinity consistent. If you were running without
lightning damage, you'd want your fire and cold damage to be fairly similiar roll ranges to keep it consistent.
- Tinctures
- These are half of the builds identity (along with aura scaling,) and are the primary source of up-front cheap and easy damage, as well as solving for some hard-to-obtain-stats. Making sure these are well-rolled and applying quality to them as
soon as possible will help massively. Due to the amount of tincture effect we're running, the two tinctures will give you most of the stats you need for crit chance, ele penetration, attack speed, and % increased damage - meaning you can focus
your currency into other areas.
- Auras
- These are half of the build's identity (along with tinctures,) and are the primary source of flat damage + tankiness. Scaling aura effect is akin to increasing the damage on your weapon, and it also will provide additional resistances, armour, and
maximum resistances. While progressing through the endgame, this build ends up running Wrath, Anger, Determination, Purity of Elements, and Purity of Fire.
- Increasing clear - pierce, strikes, projectiles, strike range
- Damage is usually not a significant issue on this build, so your clear is usually only limited mechanically and not numerically. Additional pierce will help with chewing through large packs of mobs that are clumped together. Additional strikes will help
with screen-wide coverage. Strike range and "strikes further away" are the real secrets to making the build feel great to play, as with enough sources of these stats you essentially become a very fast auto-targetting off-screening bow build. Extra
projectiles is very important for making Lightning Strike feel playable, but Frost Blades has enough built-in projectiles already to feel great. If you still want more screen coverage and feel you have more damage than needed, then you can swap
your amulet to Fury Valve to run with Frost Blades.
- How to increase damage on this build
- Flat damage comes from your weapon and auras, so this can be increased by upgrading your weapon or increasing the gem level and/or aura effect for Wrath and Anger. % Increased Damage comes primarily from your Prismatic Tincture and
your later gear crafts, so getting a well-rolled high-quality tincture and upgrading your rares will provide you more of this stat. Make sure you have a 6-link setup with the correct supports, and make sure your gems are leveling or leveled.
Elemental Penetration and Enemy Resistances are dealt with by your tinctures and passive tree. Attack speed mainly comes from your weapon and tinctures. Frenzy charges come from Blood Rage, make sure it's active.
Make sure you uber ascend to get Avatar of the Wilds, as it is a button with 100% more damage on it. Many unique jewels in the loadout progression give you a lot of damage, make sure you are purchasing these. Overall I recommend following
the loadout progression guide. If you've made it to the end of the guide and want to scale the build further, then you will want to mirror a 12-link shaper/elder claw and run The Squire shield, and make sure you get a Lifetap imbue support on
Frost Blades.
- How to increase tankiness
- In the first few days of a new league you might struggle with squishiness. As you push into red maps, its important to get your chaos res above 0%. Increasing your maximum life (via levels and better gear) will help a lot with the
feeling of "being 1-shot." Getting Determination running helps a ton with smaller hits, and the Endgame Body Armour is one of the most significant upgrades for defensiveness that you'll obtain. If you're struggling with phys hits,
getting %physical damage reduction on your shield, body armour, and watcher's eye will help, as will a Light of Meaning for armour. As you push the build further and into lategame, scaling your max resistances and obtaining crit immunity will
help significantly.
- Solving lategame map mod problems
- Crit immunity gets solved via shield + watcher's eye. Reducing your mana cost significantly can allow you to run no-regen maps, *or* no leech maps (do not run both at the same time.) Reflect has been taken care of in 3.29 and is no longer a
concern for the build. Action-speed issues can be handled with a Balance of Terror + Temporal Chains self-cast, if needed. Most monster damage mods are not that relevent due to Oath of Winter permanently freezing most of the screen and
the off-screen nature of the build.
- Powerful Synergies
- Warden specifically is unique in its ability to combine Tinctures with Runegraft of the Imbued, Screams of the Dessicated, and The Unseen Hand. Typically giving up your flasks would be a huge downside, but you get 40% of your flask slots back
via tinctures (which are also much stronger than regular flasks,) you get to then buff those tinctures even further due to having no flasks, you get no downside to taking the 3rd ring slot ascendancy, and you get to run the shrine belt. Giving up 3
flasks for all of that is a great trade, and a lot of other builds pay a much heavier price for the shrine belt.
- Nightblade Support + a high-tincture-effect Rosethorn Tincture allows you to hit crit cap on day 1 with very little investment, and Nightblade Support itself helps a lot with juicing your crit multiplier up front. This is what makes the build feel so crazy
powerful in late acts and white/yellow maps. You end up with enough damage to just vaporize most mobs up until red maps.
League mechanics - what the build excels at, what it struggles with, and small tips
Below is a rating of how well Frost Blades handles each mechanic in my opinion:
- Abyss 10/10
- Mercenaries 7/10
- Blight - 7/10
- Blighted Maps - 6/10
- Beasts - 6/10
- Essences - 6/10
- Expedition - 7/10
- Unstable Breach - 8/10
- Breach Hive Fortress - 6/10
- Betrayal - 7/10
- Legion - 7/10
- Harvest - 6/10
- Maven Witness Guardians - 9/10
- Ritual - 10/10
- Beyond - 10/10
- Ultimatium - 7/10
- Delirium - 7/10
- Settlers - 8/10
- Rogue Exiles - 7/10
- Strongboxes - 7/10
- Alva - 8/10
- Simulacrum - 10/10
Below is a rating of how well Lightning Strike handles each mechanic in my opinion:
- Abyss 6/10
- Mercenaries 10/10
- Blight - 6/10
- Blighted Maps - 6/10
- Beasts - 10/10
- Essences - 10/10
- Expedition - 6/10
- Unstable Breach - 9/10
- Breach Hive Fortress - 4/10
- Betrayal - 6/10
- Legion - 8/10
- Harvest - 7/10
- Maven Witness Guardians - 6/10
- Ritual - 6/10
- Beyond - 7/10
- Ultimatium - 6/10
- Delirium - 9/10
- Settlers - 6/10
- Rogue Exiles - 9/10
- Strongboxes - 5/10
- Alva - 6/10
- Simulacrum - 7/10
Tips:
- Expedition - Recommend taking the "monsters cannot block your attacks" attack mastery on the Multishot wheel
- Maven Witness Guardians - Recommend picking up multiple sources of extra strikes
- Recommended regex for t16s: "!ced e|ilm|f max|l max|ss ac|eche|taun"
- Recommended reget for t16.5s and Nightmare Maps: "!aura|elo|l max|k at|ilm|f max|ates|ss ac|kes|eche"
Leveling Notes
1. Make sure to use the Loadouts dropdown section near the top right for each section. For leveling, keep an eye on the Skills section to check for changes to gems.
2. Use your gold - gamble for upgrades in your worst slots with the vendor in each town. If your weapon is bad, gamble for weapons. If it is good, gamble for items with good sockets/links/stats. I do not recommend gambling for jewelry.
3. I HIGHLY recommend creating a marauder mule (throwaway character that clears Hillock only, then converts all its gear to wisdom scrolls and puts them in the bank for character #2 to use) so that you can purchase 2 iron rings and a rustic sash at
the vendor. This will make Mud Flats much easier, and help you tremendously if you want to pursue the league mechanic early. Marauder specifically will also provide you with Ruthless Support, which is your best support gem before getting to the
lower prison in Act 1 and unlocking Faster Attacks Support + Added Cold Damage Support.
4. This is an attack build - you need to always be on the lookout for better weapons. Your damage does not scale with levels nearly as well as it does on spells, your weapon is critical to having good damage.
5. Frost Blades is NOT an insanely strong skill in Acts 1 and 2. Brutus and Merveil are not fast! You will need to be patient while your damage ramps. The build really comes online in late Act 3 and will start cruising through the rest of the campaign.
The swap to crit in Act 7 is ridiculously strong with the 2nd tincture.
6. Make sure to procure a Prismatic Tincture early, preferably as soon as possible. Vendors in Act 2 can sell them, or you can typically buy one on the trade website for a single chaos orb early. This makes a massive difference, especially if you roll
the suffix to have attack speed or elemental penetration. In Act 7, you pickup a Rosethorn Tincture and roll whichever suffix you didn't on the first one.
7. Some leveling uniques can be very helpful. Prismweave is the primary one to boost your damage, and Carnage Heart can do a lot for your resistances + attributes while leveling. If you're doing the league mechanic and swimming in currency while
leveling, then you should also look into unique rings like Ngamahu's Sign or Tasalio's Sign or Winterweave, as well as Berek's Grip or Berek's Pass. Additionally, Ondar's Clasp can be very strong in the first 3 acts for flat damage.
Act 1:
- Act 1 links before Brutus: Frost Blades-Ruthless-Momentum
- Make sure to pickup and vendor magic/rare gear throughout Act 1 - you will need transmutes to purchase several gems, and better weapons from the vendor in the event you do not find a good weapon on the ground or from gambling.
- Prioritize new weapons (preferably 1h swords, daggers, or claws so you can continue to use Whirling Blades) with increased damage on them. Flat elemental damage and % increased physical damage are both good mods to look out for.
- Make sure to keep Frostblink in so you can go over walls/cliffs easily instead of going around them with Whirling Blades. This becomes really important for Act 2 and Act 7 Riverways zones so you can get over the broken bridges.
- Vitality and Clarity are just for convenience prior to getting instant leech. If you don't mind pressing flasks constantly, then feel free to skip these auras and just grab a Herald in Act 2 for more damage prior to the big auras in Act 3.
- Lifetap is for Assassin's Mark, which we won't use until Act 7. This can be skipped for now if needed.
Act 2:
- Make sure to keep Frostblink in so you can go across the broken roads/bridges in the riverways zone.
- Doing Chamber of Sins first is advisable to pickup Blood Rage early.
- Gambling for gear in late Act 2 should start to result in 4-links, so it's important to gamble for armour pieces at this point instead of weapons so you can get your 4-link setup.
- If you're a player that has not run Trinity Support before and are unfamiliar with how it works, make sure to check out the Build Mechanics section of the notes to ensure you're not messing it up while leveling.
- Feel free to either help Alira or kill all 3 bandits in Act 2, both are good options. I've put Alira in while leveling because I feel it is high-value and makes it much easier on a newer player for gearing early.
- Make sure you have some source of flat added fire damage to attacks, either on your weapons, jewelry, or gloves. You need at least a little fire damage to ignite enemies to engage the fire mastery's damage increase against ignited enemies.
- Assassin's Mark does basically nothing currently, but we'll be using it starting in late Act 7.This can be skipped for now if needed.
- Friendly reminder to get a Prismatic Tincture.
Act 3:
- Make sure to link Automation to Molten Shell. You can link it to Blood Rage too if you're lazy, but keep in mind this will cause you to be constantly bleeding out. It's like a fun minigame where you can't loot for too long or you'll die.
- Auras are entirely up to you. Haste is very good for just moving/attacking fast, which typically will result in the fastest campaign clear. If you don't like dying, you can run Purity of Elements or Determination. If you want to just hit hard, or if you need
an easy way to setup Trinity Support, then running Anger or Wrath will usually be the best. Matching the auras to your playstyle will usually result in the best outcome.
- Make sure to cap your resistances and craft on your gear prior to going into Labyrinth. If possible, having room to craft flat added elemental damage on your jewelry, gloves, and weapon will give you a massive increase in damage.
- Getting quality on your Assassin's Mark from the labyrinth reward is pretty good since it's the only source of power charge generation in the build, which you will need later after swapping to crit. Up to you to go for the deterministic reward with
Assassin's Mark quality versus gambling for a good meta transfigured gem.
Act 4:
- Make sure to pickup additional accuracy on the tree prior to grabbing a lot of life nodes, otherwise you might brick your Precise Technique. If you have a lot of rares with life, you might want to take the accuracy mastery too.
- Friendly reminder to look for leveling uniques.
Act 5:
- Make sure to keep an eye on your resistances after killing Kitava at the end of Act 5.
Act 6:
- Respec out of Spirit Void and isntead invest those points into Clever Thief since it is better and in a better location.
- You may want to start saving gold for gambling gear and respeccing to crit in Act 7 at this point.
- If you don't like to automate Blood Rage and also forget to press it, it is worth picking up Mark the Prey + mark mastery to generate frenzies at this point. I recommend simply automating Blood Rage, though.
- It is common to start encountering mobs that reflect ailments near the end of Act 6. This is really irritating to freeze and chill yourself. If you're noticing being frozen a lot, then I recommend putting on Purity of Elements at this point.
Act 7:
- After ascending in 2nd labyrinth, make sure to equip a Rosethorn Tincture. It is good to roll it for elemental penetration or attack speed if you can. Recommend putting more quality on Assassin's Mark at the end of this labyrinth.
- After equipping a Rosethorn Tincture, it is time to swap to crit. Make sure to spec out of passive points as shown in the difference between the Act 6 and Act 7 loadouts at this point. If you have Precise Technique still allocated, you will NOT be able
to critically strike.
- Looking for a claw with crit chance on it is best at this point. Any claw with life-gain-on-hit and 100+ ele dps with crit chance on it will do. The one shown in the Items section at this point is an idea of what you should strive for.
- Make sure to allocate both tincture masteries to make your life easy so that you don't forget to turn them off repeatedly. Recommend binding both tinctures to one button on your mouse or using some type of auto-hotkey.
- Do not forget to put in Nightblade Support.
- You should be absolutely blasting at this point. If you're not, you probably missed a step or are not pressing your tinctures.
Act 8:
- Make sure to grab the elemental mastery - it's very good against bosses.
- Swapping from Gladiator's Perseverence to Multishot is purely preference at this point, though in the future you will not be next to Gladiator's Perseverence so it makes sense to swap sooner rather than later. Still, if you're tight on gold, you can
wait on this.
Act 9:
- Reminder to gamble or look for a weapon if you don't have a good one yet.
Act 10:
- Make sure you bring a decent life flask into labyrinth 3 with you.
- Oath of Winter and more Assassin's Mark quality as lab 3 rewards.
- If you've been blasting for several hours since the league launched at this point, then I recommend a quick break for a shower or food - give your poor body a break!
Build Options/Personal Preference Choices
- Lethal Pride versus Brutal Restraint
- Brutal Restraint provides dexterity to passives in it's radius and can provide your notables with Aura Effect as an added benefit. Lethal Pride provides strength to passives in it's radius and can provide your notables with Double Damage,
Endurance Charge on Kill, Rage, and Intimidate. I choose Brutal Restraint for the aura effect because I love scaling my auras, but if you cannot get 4 nodes with aura effect, then it is typically more value to go for Lethal Pride due to it making
your gearing easier (via a lot of free strength) and more direct damage buffs (double damage, rage, intimidate.) Ultimately it comes down to personal choice. Just note that Brutal Restraint does help with accuracy, so you may need to pay
attention to that if you choose Lethal Pride.
- Avatar of the Wilds versus The Unseen Hand (3rd Ring Slot Bloodline Ascendancy)
- Avatar is another button, but it does give 100% more damage - that's a pretty good button. The Unseen Hand lets you fit in Death Rush for free, which is huge, but it turns off your flasks. You would pair The Unseen Hand with Runegraft
of the Imbued to buff your tinctures. Now that Screams of the Dessicated is re-added to the game, this will be the obvious path to go for in my opinion.
- 12-Link Claw + Squire versus Endgame Claw + Shield
- This is endgame multi-mirror status and I'd expect most players to not need to make this choice. If the 12-link claw has been crafted and is available to be mirrored, then you have the option of dropping your rare claw and shield in exchange for
the 12-link claw + squire setup for a LOT more damage. Keep in mind this does cause some uncomfortability with your gem sockets at times, has some significant issues with mana cost, and significantly lowers your defenses. If you're willing to
make this trade, then it is a gigantic damage increase. In my opinion, I don't feel the build needs that amount of damage.
- Herald of Ice and other sources of explode
- I personally do not feel the build needs Herald of Ice or any other form of explode. However, if you're adament on having it for the pops, then you would likely invest more heavily into reservation efficiency. You could also drop Purity of Elements
if you're able to solve for the suffix pressure and get ailment immunity, but this would be difficult. Another option is dropping Determination, but you'd create a new problem with vulnerability to physical damage hits. If you really want explode but
you're not picky on the source, you can try Annihilation Support or one of the Wickerman statue buffs from the 3.30 league mechanic.
- Action Speed Immunity
- Easiest way to get this in my opinion would be putting in Balance of Terror and Temporal Chains self-cast. If you're having issues with just getting stuck on stuff in Delirium or for example Drowning Orbs, then I recommend just using Frostblink.
- Rage
- You can get Rage from a Lethal Pride or an eldritch glove implicit, and it is a lot of damage on paper. This is personal preference and playstyle-based. If you clear the entire map first before looting, then Rage is really good. But if you loot as
you go, then it's a lot worse. If you're running Lightning Strike, then you need extra strikes on your gloves since you won't run Greater Ancestral Call Support, so you'd need to get Rage from a Lethal Pride probably.
- Inspiration Support and Lifetap Support
- Either of these can help solve mana issues. The build does now run Inspiration Support over Elemental Damage with Attacks Support due to the mana changes in 3.29. If you run the 12-link claw setup, you are likely going to run Lifetap due to
obscene mana cost issues. Make sure your mana cost does not get to 0 if you're running Inspiration, as that will make the gem provide 0 damage buff.
- Headhunter
- Since this isn't a phys-conversion build, you don't gain a ton of offensive value from Headhunter outside of the Soul Eater buff. That said, it does make you fast and very tanky. I do not recommend Headhunter over Screams of the Dessicated, but
you can try it and see if you like it.
- Physical Claw versus Elemental Claw
- The primary advantages to a Physical Claw are synergies with Headhunter, Hatred aura, and converting the remaining 40% of phys to cold in order to easily freeze enemies. However, a physical claw can make it harder to proc Trinity, it's very
difficult to craft (especially on leaguestart,) and it would really want to be paired with Headhunter and Heatshiver - which removes a lot of the build's identity. I don't recommend a physical claw, personally.
I'd also add that the build really doesn't need more damage in my opinion, and if you wanted more damage, you could just go for the 12-link claw which would be better than a phys claw anyways.
- Point Blank keystone
- This is really a Lightning Strike specific option. Basically it will make you do more ST damage but will lower your clear damage by a similiar amount. It's up to you - on paper in PoB it will be 30% more projectile damage. I usually run without it.
- Blood Rage degen - lategame fix
- If you really hate the Blood Rage degen while looting your maps, you can either turn off Automation, take out Blood Rage entirely, or invest into flat life regen. If you take out Blood Rage, you could take Mark Mastery for generating frenzy charges.
If you turn off Automation, remember to turn it back on in the next map. If you want to invest into flat life regen (probably the best permanent solution,) I'd recommend the Armour/Evasion mastery that gives you life regen every 4 seconds. You
could also invest into some life regen nodes from a Lethal Pride, and you could also grab 1 or 2 suffix's on gear for big life regen if you can solve attributes and resistances elsewhere.
- Tattoos
- This is entirely personal preference. You can use these to help cap your resistances, become stun immune, increase your projectile speed, grab Blind, make yourself move faster, and help cap your suppression. I do recommend at least a few
projectile speed tattoos to make your clear snappy, but outside of that you can pick whatever is best for you. It is best to tattoo everything if possible. If your accuracy dips low, you can grab accuracy tattoos.
- Getting Lightning Strike to 7 projectiles
- There's 3 easy ways to do this. One is to run 2 Fan of Blades large clusters and take Multishot on the tree. Another is to swap Yoke of Suffering for Ashes of the Stars and put Lightning Strike into a green socket, which will give it enough quality
to generate the projectiles you want. The last is to use Forbidden Flame and Forbidden Flesh to take Endless Munitions from Deadeye. I personally don't feel this is needed, but it is up to you and depends on the content you're running.
- Fury Valve versus Yoke of Suffering for Frost Blades
- Fury Valve is absolutely insane for clear with Frost Blades. If you're not running content that has beefy mobs, then Fury Valve is insanely good and I would recommend it over Yoke of Suffering. However, if you are running Delirium or guardians
or anything like that with a large health pool, I do think Yoke of Suffering is better. If you're running the newly reworked abyss without delirium, then Fury Valve is going to be very good.
- Massive thread of hope in lategame
- For those unaware, this would socket in above Charisma. This requires a lot of point investment, but it offers access to a ton of very valuable points on the tree. I'd recommend this if you don't like running clusters at all. Note that this build is
already very tight on jewel socket pressure.
- Impossible Escape
- Similiar to above, this can be really good if you grab one for Imbalanced Guard and take the max res nodes. However, this does take up a jewel socket and several passive points, so in my opinion it is not worth it since you can get that max res
from elsewhere.
- Return projectile (and Nimis)
- I do not recommend Returning Projectiles Support since there are already so many good supports for this build. However, Nimis is numerically an incredibly strong option if you just want to maximize damage. I personally hate what Nimis does with
Lightning Strike if I don't have 9 or more projectiles, so I do not run Nimis. It is up to you and personal preference. If you run a source of returning projectiles with Frost Blades, then you will need a lot of projectile/action speed to make them
actually return to you; Lightning Strike doesn't require the same investment, but projectile speed does make returning projectiles feel a lot better.
- The Gull
- Once you equip Screams of the Dessicated, you get a giant speed/damage/clear benefit from running The Gull. The main issues that this presents to the current build setup is removing the gem levels on Purity of Fire (which reduces your
max res,) hurts your reservation efficiency, and significantly increases your suffix pressure. If you can solve for these problems, then The Gull is a really strong option.
Specific Loadout Notes
NOTE: All budgets are estimated costs based off previous league experience. Each league has a different economy and meta, so prices are subject to change based off the economy and RNG. These are historically what it's cost me to craft and
procure these items myself, but I also play a lot on league start and I craft all my own stuff - so your unique items and crafts may vary in cost compared to mine. You should always pricecheck the materials needed and uniques for your next upgrades
rather than assuming the PoB is correct, as the economy changes every day and every league.
NOTE: Items that are named in the "Items" section of the PoB will have a crafting guide posted below for each individual item.
1 Divine Budget - This is intended to reflect your initial upgrades that fix your resistances and attributes, a 5-link, and annointing a Replica Dragonfang's Flight. Do not worry about capping Chaos Resistance, that is just an added bonus if possible.
If Replica Dragonfang's Flight is not available, then I recommend a rare amulet with life/resistances/attributes/crit multi and annointing it with Sovereignty (a more expensive annoint, but required to make your mana functionable.) Instead of annointing
Sovereignty on a backup amulet, you could craft your body armour or helmet with mana reservation efficiency from a Shrieking or Deafening Essence of Loathing. Make sure to get decent tinctures - the highest suffix rolls will require high item level
tinctures which might not be immediately available or affordable, but you can get something decent and put glassblower baubles on it, which will be a huge difference in your damage.
2 Divines Budget - Midgame Body Armour with some basic eldritch implicits. This will help a lot with freezing map bosses from Added Cold Damage Support.
5 Divines Budget - Midgame Claw, Runegraft of the Imbued, Passive Tree allocation into Spell Suppression, new flasks to go with the Runegraft. Probably around the right time to uber ascend and take Avatar of the Wilds.
7 Divines Budget - Midgame Gloves, Midgame Belt, abyss jewels in tree and belt, speccing out of Multishot + attack mastery since we got +1 strike on gloves at this point.
9 Divines Budget - Midgame Helmet, Midgame Boots, and you should still be leveling at this point.
13 Divines Budget - Midgame Shield and Midgame Ring. The idea here is to have enough attributes and resistances on your gear to be able to have an empty ring slot, which you then fill with Death Rush for a big increase to damage and clear
speed. You probably have enough gemcutters saved up to put quality on your Frost Blades by now, or could perhaps buy a 20 quality version for cheap.
18 Divines Budget - Upgrade to Yoke of Suffering with Sovereignty Annoint. Adding an Enlighten 3 to your main aura links in your Helmet will then allow you to fit in Determination, and now the build can start heavily scaling armour/PDR.
25 Divines Budget - New core unique jewels, which can be sniped earlier than this for cheap with live searches typically. Armour Light of Meaning helps a ton with scaling our armour, a Watcher's Eye with at least 2 useful mods, and a Timeless Jewel. I
chose Brutal Restraint and aura effect, but Lethal Pride with double damage is also very good and will help a lot with suffix pressure on your gear due to the free Strength it provides. For the Watcher's Eye, your best damage mod is Anger crit multi,
and your best defensive mods are Determination PDR and Determination Crit Reduction. Any useful mod will work, but I would aim for at least one of the really good ones - the Anger crit multi mod alone is usually quite cheap.
30 Divines Budget - Quality on all your important gems, getting a 21/20 Frost Blades, and swapping Added Cold Damage Support for Greater Ancestral Call Support. If Level 4 Ancestral Call Support is too expensive, just get a lower level one and
remember to upgrade to level 4 later. Greater Ancestral Call Support should help a ton with making the clear feel amazing, and at this point the build should be feeling really fun, fast, snappy, and smooth in a way that is pretty addicting.
50 Divines Budget - Endgame Body Armour. This is a pretty expensive craft, but it is a huge difference in your tankiness. This is also probably a good time to try to color your sockets and match as many as possible. Also recommend picking up
another Enlighten 3 to link to your Determination.
65 Divines Budget - Upgrading regular Multistrike Support to Greater Multistrike Support, preferably level 4. This is worth splurging on - it's a big damage increase.
100 Divines Budget - Endgame Claw. This will probably cost you quite a bit, but it's also a gigantic damage increase. If you don't need more damage for what you're currently farming, then you can put this off for a later upgrade.
110 Divines Budget - Swapping the Passive Tree around to include a Large Cluster. It is best to do this once you're a high level. If you don't have enough points, I'd recommend speccing out of the Mark the Prey wheel and/or swapping your bandit
from Alira to the Passive Point.
140 Divines Budget - Endgame Ring + Kalandra's Touch, and swapping out of Avatar of the Wilds and into The Unseen Hand to have 3 ring slots. You will almost certainly need to self-fracture the Enthralpic Ring. I recommend getting the unveiled
hybrid Strength/Intelligence on the ring since it is going to be mirrored by Kalandra's Touch, and it is numerically a lot more attributes than a t1 attritube suffix would typically provide. Remember to catalyst the ring based off what you need more of!
185 Divines Budget - This is probably the biggest shakeup to the build so far. Swapping the passive tree around to accommodate a 2nd Large Cluster as well as 2 Small Clusters for reservatiaon efficiency allows you to fit in Purity of Fire. By adding
Melding of the Flesh, you can now start scaling your maximum resistances. Keep an eye on your resistances at this point, as Melding does nuke your resistances pretty hard. The small clusters are going to need 2 t1 suffix's with the 35% increased
effect Prefix to allow you to achieve the resistance and attribute requirements. You do not need the specific suffix's shown on the small clusters, just make sure you get t1 resistances or attributes and work your future gear upgrades around that.
It's important to get unveiled +2 AoE gem levels on your Helmet as a prefix to get Purity of Fire to level 23, which increases the base max res it provides from 4% to 5%, which is then scaled by your aura effect. Spell Suppression on the Helmet is
important at this point in order to afford dropping the Courage/Graceful Assault wheel, which is required to put the 2nd Large Cluster setup in. Note that if you do not have the Onslaught-on-kill prefix on your boots, you will lose the ability to gain
Onslaught at this point until you recraft your boots.
225 Divine Budget - Endgame Shield + new rare jewel with 2% max fire res. The defensive mods on the jewel are critically important, the offensive modifiers are not. The shield craft is not the most fun thing in the world, fair warning.
285 Divine Budget - Endgame Gloves. This is a gigantic damage and clear speed difference. It's also another craft that can be painful.
310 Divine Budget - Endgame Boots. This finishes your res-scaling and brings you to 90% max res, finally! This also frees up some passive points that were otherwise spent on Spell Suppression; feel free to spend these points however you see fit.
This is probably the right time to get stun immunity if you haven't already.
Belt Budget - I do not know what the acceleration shrine version of Screams of the Dessicated will cost, so I just labeled this "belt budget." This is essentially finishing the build/guide at this point. You can make other minor adjustments around the same
time here - things like a good 3-mod Watcher's Eye, fully tattoo'ing your tree, getting level 4 Enlightens, and rounding out your jewelry quality and divining your items. With enough finagling, you can free up your annoint from Sovereignty, and I highly
recommend that you put it into Sione's Ambition because it will allow you to strike off-screen! At this point, with all the pieces put together, the build should be a very tanky, auto-aiming, fast, off-screening war machine. Also a reminder here to look
for some Prismatic and Rosethorn tinctures that are above 20% quality, as tincture quality makes a big difference in damage!
Crafting Guide Notes
NOTE: If you are an inexperienced crafter and don't want to learn or risk losing currency to poor RNG, then I recommend trying to purchase similiar items on the trade website.
NOTE: Most of these crafts are high-variance, meaning there's a lot of mods in the pool that it can roll, and getting a specific combination is not super likely. It's important that you assess the amount of resistances/attributes/etc that you need and make
sure you accumulate those modifiers across all of your items, rather than on a specific item. If you aim for the exact items shown in the Items section, it will be very expensive. Being flexible with which items grant you the required
strength/intelligence/resistances will make it much cheaper to get your character to the desired state. Some items can be very good but not fit your build - this is something you have to learn over time, and being able to flip these items for profit is what
makes crafting very profitable.
NOTE: You can use the harvest bench to change an elemental resistance roll into another type of elemental resistance. So if you happen to roll t1 fire res on all your gear, you can swap some of them to cold or lightning to flesh out your build.
NOTE: Wild Bristle Matron's are not going to be deterministic anymore after 3.30 patch note chanages to meta modifiers. Only use these if they are economical. If they're expensive, then I'd recommmend going for the deterministic bench craft even
though it's going to be more expensive.
NOTE: I am not clear if the temple mod on gloves will still exist or not based off the Incursion changes in the 3.30 patch notes. I have kept the crafting guide for this as it was under the assumption they will be obtainable from somewhere.
Midgame Claw:
- ilvl82+ Imperial Claw with any fractured flat elemental damage of at least tier 3. Note that exactly ilvl 82 is preferable if possible for no price difference, as higher adds undesirable mods and lower removes desirable mods. Odds calculated below
assume the claw is ilvl 85, so your odds are better if it is lower ilvl.
- Roll with Deafening Essences of Hatred/Wrath/Anger (depending on which is cheapest and what is fractured on the claw) until you hit at least t3 of the third element.
- If the claw has undesirable suffixes (mods that are not crit multi, crit chance, or attack speed) or very low tiers of desirable suffixes, you will need to craft Prefix's cannot be changed for 2 divines and then scour the item to clear the suffixes. If the
claw's suffixes are empty, skip this step entirely. If the claw's suffixes are full and are undesirable, then it is best to use an Orb of Annulment and pray it hits one of the suffixes so you can then proceed with this step. If it hits a prefix, start over with
essence rolling.
- If the claw already has good suffixes, then skip this step entirely and the craft is completed. If the suffixes were just wiped off the item and they are now empty, craft "Can have up to 3 Crafted Modifiers," then craft t1 % increased attack speed and
hybrid crit chance + strengh/intelligence.
- Craft completed!
Midgame Shield:
- This is a high-variance craft. If properly flipping your successful crafts, this craft should be mostly free and should take 2 or 3 fractured bases to achieve the desired outcome for your specific characters need.
- ilvl 84+ Cardinal Round Shield (preferred) or Elegant Round Shield with t2+ fractured life. Note that ilvl86+ is preferable if possible for no price difference, as there are lots of good suffixes available at higher ilvl.
- Roll with Deafening Essences of Envy until you hit 2 different t3 (or higher) useful modifiers. You want the fractured modifier, the essence modifier, 2 other useful mods, and then be able to craft a 5th modifier.
- (Note: Useful modifiers for this craft are cold resistance, fire resistance, lightning resistance, all maximum resistances, all elemental resistances, attack speed, % physical damage reduction, % chance to suppress spell damage, strength, or t1
flat armour/evasion rating.)
- Craft % increased armour/evasion or a desired suffix (hybrid strength/intelligence, hybrid elemental/chaos res, hybrid elemental/elemental res rolls are all good options)
- If the last modifier slot is empty, slam it with an Exalted Orb and hope you get something useful.
- Craft completed!
Midgame Helmet:
- ilvl 84+ Haunted Bascinet (preferred) or Conquest Helmet with t2+ fractured life. If you're open to flipping your crafts, ilvl 85+ is slightly preferable since it opens up valuable suffix's for selling to others. If properly flipping your successful crafts, this
craft should be mostly free and should take 2 or 3 fractured bases to achieve the desired outcome for your specific character's need.
- Roll with Deafening Essences of Loathing until you hit t3 or higher Intelligence + 1 other t3 (or higher) useful modifier. You want the fractured modifier, the essence modifier, a t3+ intelligence modifier, 1 other useful mod, and then be able to craft
a prefix.
- (Note: Useful modifiers for this craft are strength, % chance to suppress spell damage, chaos res, fire res, cold res, lightning res, t1 flat armour/evasion, or t1 % increased armour/evasion.)
- Craft "projectiles pierce an additional target"
- If the last modifier slot is empty, slam it with an Exalted Orb and hope you get something useful.
- Roll with Lesser Ichor's until you hit % increased mana reservation efficiency of skills.
- Roll with Lesser Ember's until you hit % reduced mana cost of attack skills.
- Craft completed!
Midgame Body Armour:
- ilvl 84+ Conquest Lamellar (preferred) or Marshall's Brigandine that is already 6-linked, or a good fractured modifier and then 6-link it yourself if you're willing. Note that ilvl 86+ is preferable if there's no cost difference.
- Roll with Deafening Essences of Loathing until you hit 2 different t3 (or higher) useful modifiers. You want the essence modifier, 2 other useful mods, and then be able to craft a suffix. You DO NOT want any life modiifer on the item.
- (Note: Useful modifieres for this craft are strength, % chance to suppress spell damage, % physical damage reduction, chaos res, fire res, cold res, lightning res, % increased armour/evasion, or t1 flat armour/evasion.)
- Craft a desired modifier for your build - strength/intelligence suffix is high value
- If there are open prefix's, you should not slam with Exalted Orbs because you might hit life, which would be bad (unless it's literally t1 life.) If there are no open prefixes but there is an open suffix, then slam it with an Exalted Orb and hope you
get something useful.
- Roll with Lesser Ichor's until you hit melee hits have % chance to fortify.
- Roll with Lesser Ember's until you hit % increased effect of non-curse auras from your skills.
- Craft completed!
Midgame Gloves:
- This is a high-variance craft. If properly flipping your successful crafts, this craft should be mostly free and should take 2 or 3 fractured bases to achieve the desired outcome for your specific character's need. Note that gloves are typically a better
item for crafting, since most attack builds run rare gloves.
- ilvl 84+ Wyvernscale Gauntlets (preferred) or Chimerascale Gauntlets with t2+ fractured life. If you're open to flipping your crafts, ilvl 85+ is slightly preferable since it opens up valuable suffixes for selling to others.
- Roll with Deafening Essences of Zeal until you hit 2 different t3 (or higher) useful suffixes. You want the fractured modifier, the essence modifier, 2 useful suffix mods, and then be able to craft a prefix.
- (Note: Useful suffixes for this craft are strength, % chance to suppress spell damage, chaos res, fire res, and lightning res.)
- Craft increased projectile speed
- If there is an open prefix, slam it with an Exalted Orb and hope you get something useful.
- Roll with Lesser Ichor's until you hit projectiles pierce an additional target.
- Roll with Lesser Ember's until you hit non-vaal strike skills target an additional enemy.
- Craft completed!
Midgame Ring:
- This is a high-variance craft. If properly flipping your successful crafts, this craft should be mostly free and should take 3 or 4 fractured bases to achieve the desired outcome for your specific character's need.
- ilvl 84+ Amethyst Ring with t2+ fractured life.
- Roll with Deafening Essences of Spite until you hit 2 different t3 (or higher) useful modifiers. You want the fractured modifier, the essence modifier, 2 other useful mods, and then be able to craft a prefix.
- (Note: Useful modifiers for this craft are strength, elemental damage with attack skills, all attributes, fire res, cold res, lightning res, chaos res, and all elemental res.)
- Craft mana efficiency (previously it was non-channeling skills have -7 to total mana cost prior to 3.29)
- If the last modifier slot is empty, slam it with an Exalted Orb and hope you get something good.
- Craft completed!
Midgame Boots:
- This is a high-variance craft. If properly flipping your successful crafts, this craft should be mostly free and should take 2 or 3 fractured bases to achieve the desired outcome for your specific character's need. Note that boots are typically a better
item for crafting, since most builds run rare boots.
- ilvl 84+ Wyvernscale Boots (preferred) or Chimerascale Boots with t2+ fractured life. If you're open to flipping your crafts, ilvl 85+ is slightly preferable since it opens up valuable suffixes for selling to others.
- Roll with Deafening Essences of Envy until you hit 2 different t3 (or higher) useful suffixes. You want the fractured modifier, the essence modifier, 2 useful suffix mods, and an open prefix.
- (Note: Useful modifiers for this craft are strength, fire res, cold res, lightning res, chaos res, and % chance to suppress spell damage.)
- If the prefixes are full, use a Lesser Ember to make the Searing Exarch dominant on the boots, then use an Eldritch Orb of Annulment to remove a prefix. If there is an empty prefix, skip this step and proceed to the next.
- Use Wild Bristle Matron to put suffixes cannot be changed onto the item.
- Use a veiled chaos orb to force a veiled modifier onto the item. If the other prefix is empty, craft flat mana on the boots to block that unveil option from appearing.
- Unveil the prefix with Jun; movement speed should be guaranteed. If there are multiple movement speed options, take whichever one is best. Onslaught on kill chance is the best movement speed option for this build.
- If the last prefix is empty or already crafted, then craft % increased armour and evasion.
- Roll with Lesser Ember's until you hit % increased action speed.
- Roll with Lesser Ichor's until you hit % increased elusive effect. This isn't a significant difference and is optional if you'd rather not use the currency on it.
- Craft completed!
Endgame Body Armour:
- Purchase ilvl 86 Conquest Lamellar w/ fractured t1 %increased armour and evasion or t1 flat armour and evasion. If price is unreasonable or the item doesn't exist, you can buy a 22%+ quality ilvl 86 base and self-fracture with a fracturing orb.
- Use Deafening Essence of Loathing until you hit t1 strength. If you have a 3rd suffix, successfully annul it or continue using essences.
- With the mana reservation efficiency and t1 strength suffixes and an open suffix, craft "suffixes cannot be changed" on the crafting bench and then reforge physical with harvest. You are looking for % additional physical damage reduction of t3 or
higher - it is fine to settle with lower than t1 on this. t3 or higher is a 3/13 chance, so expect to do this a few times. If you hit the phys reflect prefix and still have an open prefix and suffix, you can simply try again immediately. If the empty suffix or
prefix fill up, then you will need to try to eldritch annul, and go back to spamming essences if you fail. Once you have the 3 suffixes, proceed to the next step.
- Make exarch influence dominant on the implicits.
- Use eldritch annulments/exalts to get t1 % increased armour and evasion and an empty prefix.
- Craft armour during soul gain prevention prefix.
- Use greater eldritch embers and roll for increased aura effect implicit.
- Use 1 exceptional eldritch ichor to maximize the chance of upgrading exarch influence.
- Use orb of conflict, hope exarch influence is upgraded and eater influence is downgraded. If successful, repeat steps 6 and 7. If you fail and eater upgrades, go again - if eater upgrades again, go back to step 5, if you succeed, then repeat this step.
- Use methodology from the 2 previous steps to upgrade exarch all the way to perfect. Every time exarch is upgraded to a new tier, apply a new exceptional ichor to maximize the chances of increasing exarch again. Recommend using the new league
mechanic with orbs of conflict for getting exarch from t5 up to t6 since that can be a painful experience if you get unlucky.
- After achieving t6 perfect exarch influence on aura effect, roll grand eldritch ichors until you get % chance to fortify with melee hits.
- Make sure to quality the body armour if it wasn't already.
- Craft completed!
Endgame Boots:
- Purchase ilvl 84+ Wyvernscale Boots w/ fractured t1 life or self-fracture with a fracturing orb.
- Use Deafening Essences of Envy until all 3 suffixes are filled with desired t1 modifiers. For me, this is t1 suppression and a t1 res. If you cannot do this because your prefixes are full, you'll need to eldritch annul one of them off, make sure exarch
is dominant first before doing this.
- Use beastcrafting with Wild Bristle Matron to force on "Suffixes cannot be changed" for cheaper.
- Use a veiled chaos orb to force on a veiled prefix modifier. This is guaranteed to offer at least 1 movement speed option, but you really want the onslaught prefix unless you get onslaught on kill from a Brutal Restraint. Make sure to craft flat mana
to prevent that outcome from being available in the unveil list prior to unveiling.
- Benchcraft % increased armour and evasion after unveiling movement speed.
- Use greater eldritch ember to roll maximum fire resistance.
- Use 1 exceptional eldritch ichor to maximize the chance of upgrading exarch influence in the next steps.
- Use orb of conflict, hope exarch is upgraded and eater is downgraded. If you fail and eater upgrades, go again with an orb of conflict - if eater upgrades again, go back to rolling with greater eldritch embers to get the maximum fire res modifier,
then proceed with orbs of conflict.
- Use methodology from the 2 previous steps to upgrade exarch all the way to t5 exceptional. Every time exarch is upgraded to a new tier, apply a new exceptional ichor to maximize the chances of increasing exarch again.
- After achieving t5 exceptional exarch influence, roll grand eldritch ichors until you get elusive effect.
- Make sure to quality the boots if they weren't already.
- Craft completed!
Endgame Helmet:
- Purchase ilvl 84+ Haunted Bascinet w/ fractured t1 life or self-fracture with a fracturing orb.
- Use Deafening Essences of Loathing until you hit t1 suppression. If you have a 3rd suffix, successfully annul it or continue using essences. Craft "suffixes cannot be changed" on the crafting bench and then reforge chaos with harvest. Chaos res
is guaranteed, but the tier of the roll is not. If you don't hit t1, try to annul it off - if successful then try again, if you fail then go back to spamming essences.
- Once the suffixes are completed, use beastcrafting with Wild Bristle Matron to force on "Suffixes cannot be changed" for cheaper.
- Use a veiled chaos orb and craft "level of socketed melee gems" to prevent this outcome from appearing in the unveil list prior to unveiling. You want to unveil +2 to level of socketed AoE gems here. If you miss, then repeat the previous step and
then this one. If your prefixes are full from the veiled chaos orb, you can deterministically remove one by making exarch dominant and then using an eldritch orb of annulement.
- Benchcraft +1 pierce
- Use greater eldritch ichors and roll for increased mana reservation efficiency of skills implicit.
- Use 1 exceptional eldritch ember to maximize the chance of upgrading eater influence.
- Use orb of conflict, hope eater is upgraded and exarch is downgraded. If successful, repeat the last step and then this one. If you fail and exarch upgrades, go again with an orb of conflict - if exarch upgrades again, go back to rolling with
greater eldritch ichors to get the reservation modifier then proceed with orbs of conflict.
- Use methodology from the two previous steps to upgrade eater all the way to t6 perfect. Every time eater is upgraded to a new tier, apply a new exceptional ember to maximize the chances of increasing eater again.
- After achieving t6 perfect eater influence on mana reservation efficiency, roll grand eldritch embers until you get reduced mana cost of attacks.
- Make sure to quality the helmet if it wasn't already.
- Craft completed!
Endgame Shield:
- Purchase ilvl 86+ Cardinal Round Shield w/ fractured +3 maximum fire resistance, or self-fracture with the league mechanic.
- Use the harvest bench to reforge physical repeatedly until you hit t1 % additional physical damage reduction. If you have a 3rd suffix, successfully annul it or go back to reforging physical.
- Craft "suffixes cannot be changed" on the crafting bench, then reforge critical with the harvest bench. This is guaranteed to give you reduced extra damage from critical strikes, but the tier is not guaranteed. If you have a highly-rolled Watcher's Eye,
then you can probably settle with t2 here. Make sure your Watcher's Eye + this modifier add together to be 100% crit damage reduction. if you hit t3 or lower, try to annul it off - if successful then try again, if you fail then go back to spamming
essences.
- Use beastcrafting with Wild Bristle Matron to force on "suffixes cannot be changed" for cheaper. If you cannot do this because your prefixes are full, you'll need to try to annul one of them off.
- Use the harvest bench to reforge life, which forces on a maximum life roll. This can be painful because there are hybrid life rolls in the pool as well, you're looking at a 1 in 14 to get t1 life.
- Once t1 life is obtained and there is an open prefix, beastcraft "Suffixes cannot be changed" with a Wild Bristle Matron.
- Use the league mechanic with a veiled exalted orb and hope it removes the craft or an undesired prefix that isn't maximum life. If this removes the maximum life, then you need to back 2 steps and try again. If the unveil doesn't remove life and you
have an open prefix to craft with, then craft hybrid fire damage/cold damage to prevent this outcome from appearing while unveiling prior to doing the unveil.
- Unveil armour during soul gain prevention or hybrid armour/evasion/life. You prefer the armour during soul gain prevention, but it is up to you if you are willing to reroll for it if it doesn't appear in the unveil list.
- If you have an open prefix still, craft % increased armour and evasion.
- Make sure to quality the shield if it wasn't already.
- Craft completed!
Endgame Gloves:
- Purchase ilvl 84+ Wyvernscale Gloves with any alva temple mod.
- Use the harvest bench to swap the resistance/alva mod back and forth until the cold res alva mod has a high roll of % increased damage.
- Get the gloves to have 4 modifiers on them. If it has more than 4, you can make exarch dominant and then use eldritch annulment orbs to remove prefixes until there are 4 total mods on the item.
- Use a fracturing orb to self-fracture the item. If you miss, repeat the previous steps.
- Once the temple mod is fractured, use Deafening Essences of Zeal until you hit t1 chaos res. You can also try to force on chaos res with harvest bench and Suffixes cannot be Changed, but spamming essences is typically going to be cheaper.
- Make exarch influence dominant on the implicits.
- Use eldritch annulments/exalts to get t1 life and t1 flat armour/evasion. You can settle without the flat armour and evasion if you wish, it is not a giant difference either way. It will be much cheaper to settle, and you can exalt slam at the end to get
something random anyways.
- Craft % increased armour and evasion
- Use greater eldritch embers and roll for rage on hit implicit.
- Use 1 exceptional eldritch ichor to maximize the chance of upgrading exarch influence.
- Use orb of conflict, hope exarch is upgraded and eater is downgraded. If successful, repeat the previous step and this one. If you fail and eater upgrades, go again - if eater upgrades again, go back two steps.
- Use methodology from the two previous steps to upgrade exarch all the way to t6 perfect. Every time exarch is upgraded to a new tier, apply a new exceptional ichor to maximize the chances of increasing red again.
- After achieving t6 perfect exarch influence on rage on hit, roll exceptional eldritch ichors until you get additional pierce (this is potentially very expensive.)
- Use an orb of conflict, hope exarch is downgraded and eater is upgraded - you should have +2 rage on hit and +2 pierce. If you fail and eater is downgraded, repeat the previous step and this one.
- Quality the gloves if they weren't already.
- Craft completed!
Endgame Claw:
- Purchase fractured t1 elemental damage ilvl 82+ imperial claw, or purchase a 24%+ quality ilvl 82+ imperial claw and self-fracture. Any element works, cold is slightly preferred as it is our best element for freezing and you are likely to get baited
into settling on a lower mod later.
- Use deafening essences of Anger, Wrath, or Hatred to apply the 2nd t1 flat elemental roll, and use these essences repeatedly until you achieve the 3rd t1 elemental damage prefix.
- Once all 3 prefixes are filled with desirable mods, you will need to get attack speed, crit, and crit multi. Assuming you didn't get super lucky and roll two of these at the same time as the last prefix, you will need to wipe your suffix's by crafting
prefixes cannot be changed for 2 divines and then scouring the claw. If there is not an open suffix to craft "prefixes cannot be changed," then you will need to use an orb of annulment and hope it doesn't hit your prefix's - if it does, start over.
- After wiping your suffix's, craft "prefixes cannot be changed" again and use the harvest bench to Reforge Speed, which will guarantee attack speed - it is up to you if you settle on lower than t1. It is a 1 in 8 to hit t1 attack speed at this stage, and
there is a very low chance that you will fill your suffixes while performing reforges.
- After achieving the desired attack speed, craft "prefixes cannot be changed" and use a veiled exalted orb. You're hoping to get a veiled modifier that removes your craft, not your attack speed. You're hoping to unveil
either crit chance or crit multiplier. If you removed the attack speed, then I recommend returning to the previous step. If you kept your attack speed but got a bad unveil, then I recommend keeping it (unless the unveil is completely useless) since this
craft kinda sucks - but it is up to you if you want to go back and try again.
- With attack speed + your unveil (presumably crit chance or crit multi,) craft the other crit mod that you didn't get.
- Harvest enchant for attack speed.
- Craft completed!
Endgame Ring:
- Purchase ilvl 84+ Enthalpic Ring w/ fractured t1 elemental damage with attacks, or self-fracture with the league mechanic. You are almost certainly going to have to self-fracture this, as I doubt someone else will do this and list the item.
- Use Deafening Essence of Scorn until you hit t1 Fire Resistance and have an open suffix. If the other suffix is filled, successfully annul it off or repeat the process.
- Craft "suffixes cannot be changed" and use a veiled chaos orb. Ideally this gives you a veiled suffix, which you will then need to unveil into hybrid strength/intelligence. This might take several tries due to getting veiled prefixes or unveiling the wrong
suffix.
- Once your suffixes are completed, use Wild Bristle Matrons to block suffixes and reforge life over and over until you hit t1 life. If your prefixes fill, then you will need to yolo annul off a prefix or start the craft over. You can harvest aug life insteada of
reforge to avoid this outcome from happening, but it is very expensive to do that.
- Once you hit t1 life and have an open prefix, craft "non-channeling skills have -7 to mana cost."
- Quality the ring with the desired catalyst type.
- Craft completed!