PoB ArchivesPoB Archives
Builds

Crucible Pathfinder Forbidden Rite - Update (POE 3.21)

3 years ago87

by WolfsGoRawrSubscribe

Fetching prices...

38.08M

DPS

71.97K

Effective HP

5.85K

Life

636

Energy Shield

Overview

Crucible Pathfinder Forbidden Rite - Update (POE 3.21) is a Path of Exile Pathfinder build by WolfsGoRawr, made for the Crucible league (3.21). It is centered on Forbidden Rite and plays as a intelligence, spell, area, chaos archetype. In Path of Building it reaches 38.08M DPS with 71.97K effective HP, 5.85K life, 636 energy shield. Suited for: Delve, Sanctum, Abyss. Key uniques include Progenesis, The Eternal Struggle, Taste of Hate, Stasis Prison.

Build Video

WolfsGoRawr's Notes

(The Crucible League - 3.21) Forbidden Rite - Pathfinder A well-rounded character that can handle all content in the game - Is truly tanky, no weird guard skills making you tanky for only a few moments in time, most boss mechanics we laugh at. - Wonderful sustain with 170%+ Recoup (25% faster) and on hit healing. - has plenty of damage (35m st+) to take on content (without vaal haste active) - really fast (without vaal haste, so even faster with) - good clear thanks to explosions (Clusters)! - Can be optimised for bossing or clearing depending on the content you want to do. - Perma Flasks! ----------------------------------------------------------------------------------------------------------------------- Secret Tech: - If you are oke with not using the dying sun you can tech in a normal ruby flask and maybe use a stygian. - You will do more ST damage due the fact that we can scale onslaught from a silver flask since 3.20 - but don't tell anyone or else we may lose are near perma 230% move speed and insane cast speed. - More magic flasks also means the Nature's Boon and that is big, which will make up for the 20 loss on the micro with an extra 10% (for magic flasks only) - And slightly easier boot craft since we don't need the onslaught effect from there. Dropping Dying sun! - Dying sun is tricky to keep up a 100% without the sanctum tools we had, it is still possible but I rather enjoy the paths it opens up if we don't focus on it. - We will still use a Ruby flask but now we can craft cast speed or other useful tools on it. - You can still switch Dying sun in during mapping where it is strongest, as it doesn't do much for us during single target moments due to how FR works (see the 5 projectiles section) Flask uptime! here are some solutions you can try, to get more flask uptime. In no particulair order. - Change the enchants on flasks to Re-use at the end of the flask effect, this might smooth things out. - You can spec into Replenishing Remedies, and maybe even get another useful notable effect out of your timeless jewel too - Spec the additional minor node in the Natural Remedies wheel. - Replace Peak Vigour/brewed for portency on the Flask Medium clusters with Fasting - Get more Medium clusters with fasting & brewed for potency - There is a strong duration flask effect mod on jewels that could help - Flask charge on crit mastery could help (spells have base crit so we will crit plenty as we fire a lot of projectiles) League-start? - No. Overcapped Resists!? - We are overcapped to deal with the Eldritch altars. - If you are on a budget you can ofcourse not go this deep on the overcapping. - Make sure your resists are capped without flasks if you don't have a 100% uptime. - If you don't run the dying sun you will have a lot easier time dealing with flask uptime and will have different strong benefits (dps/speed) Clusters! - A single medium cluster jewel with Spiked Concoction is mandatory. - You will aim for 2 large clusters as jewel sockets are mandatory depending on the level of investment. - If you want good clear seek out unspeakable gifts for explosions. - Have at least 1 unwavering evil on one of your large clusters, it is our "stun" protection - If you look for 3 notable clusters, unspeakable gifts+Wicked Pall+Unwavering evil/Touch of cruelty. - Unholy grace is better for single target but comes at the cost of not being able to use unspeakable gifts, meaning no explosions. - If you focus on clear more so than bossing you could add 1 or two AOE based clusters and a third large cluster with more explosions to push for excess Timeless Jewels! - Brutal Restrained: Balbala gives the the traitor keystone. (mandatory for the micro belt to run properly with the dying sun flask, not needed when you run stygian) - Flask charges gained by 10% you want to get at least twice on nearby notables, anything in addition to that is just extra damage - Search for Faster poison damage, increased poison damage, non curse aura effect, or anything useful at all. - If you don't run the micro belt, you can search without needing the keystone. Meaning you can find better jewels for cheaper as the nodes combined with the keystone are a premium. Crucible!: - N/A Why 5 projectiles in the dps calculation - Forbidden Rite can't really reliably shotgun more than 5 projectiles on a single target (like bosses) - It is simply how the skill is made by design, which is why not having a helm enchant is not a big deal since GMP gives you + 4 additional projectiles capping your ST - Any more projectiles simply do nothing more other than smoothing clear but we also have explosions and a dying sun for that. - Check the poe wiki for more in-depth information on the forbidden rite skill. Mana issues? - Check the Flask craft. - Check the Ring crafts. - Check the alt quality GMP - Check the boot enchant. - Yes all of these are needed, I have a video that goes over it in a bit more detail. Culling? - The Amulet - If you don't have the amulet but want culling, you could try and tech culling strike in with a socket on the Purifying flame & Blazing salvo/FR link but you may have to give up GMP Enchants! - Boot enchant is mandatory, without it you won't have the free casting of the spells that you need and you will run out of mana. - Helm enchant best in slot one would be increased curse effect for despair or temporal chains, extra projectile doesn't do much for us in this build at all (see 5 projectile section) - The extra projectile might be useful if you run the stygian version and want to improve clear slightly at the cost of some ST - Weapon Enchant is not needed, it is just nice to have more aoe. - Glove enchant: Really not needed, is it ever? Crafting: - Evasion or Evasion/Armour hybrid bases are mandatory since we need spell supression. - Pure evasions bases are actually pretty good for this build but it really just depends what fractures you can afford or have found yourself. - I've made a few crafting videos for this build specifically on my youtube channel. - I made them step by step, but know that most of them are simple and pretty deterministic until you get into the end game crafts. - Rest assured, most folk killed ubers on nothing but the budget options, you will have some wiggle room. STASIS PRISON? - It is the BIS chest for this kind of build. - You can use the doppeplganger chest, you won't have the same level of insane sustain but it will be more than enough for ubers. - Make sure that when you use doppelganger that you change the FR in your CWDT link to Blazing Salvo. Belt: - The Micro allows you to be tankier against big hits, and makes it possible to run the Dying sun flask permanently (Traitor keystone combo) - The Stygian allows you to run a silver flask (since 3.20 flask buff effects scale skill this onslaught) and you can pick up natures boon. - You will still need a ruby flask for mitigation but you can add another useful buff on it as a result (Curse effect, Cast speed, more movement speed, so much to choose from) - The use of a silver flask and the buffed perma onslaught will allow us to do more damage and gain A LOT of speed back so we might be able to regain a FR projectile on the helm enchant for clear speed. Bossing: - When Bossing make sure to switch out your quicksilver flask for the Jade flask. - This will make you almost immortal with the right setup and helps out on pesky fights like uber eater. Watcher's Eye - If you use a Stasis prison use a double purity of (element) physical to element damage mod (You can drop vitality then too for an extra gem socket, or not) - If you use a doppelganger guise use a single purity of element physical to element damage mod with a vitality on hit to top it off. - Fire and Cold at the best elements to mitigate physicial damage into. chaos too but only if you use a doppelganger guise. CWDT links - Forbidden Rite allows us to self-trigger the CWDT links instead of having to wait for the enemies to hit us. - If you use a doppelganger make sure you don't use a 2nd forbidden rite as we do not recoup all damage. - Simply use a Blazing salvo to get the max on hit healing effects if you run the vitality watchers eye or have the ring mods for it until you find yourself a stasis prison. Shield Charge: - Since we lose the onslaught gem and the need for self-casting despair (sanctum trigger) we now have 2 sockets open for gems. - if you are a shield charge enjoyer you could run faster attack and shield charge now on both the micro belt version or the stygian variant. - although I don't think it will be needed for the stygian one unless you're a degenerate. Immortal call: - Immortal call doesn't block chaos damage so our self-hit and recoup is untouched by this. - It is a nice emergency button that you can tech in if you don't run shield charge / faster attacks - Enduring composure will always be active and would support this if you're looking into it. Abyssal Jewel: - The abyssal jewel allows for phasing to be teched into the build. - Grab life mods! Life is tank and damage. - Any mods that will give you more (chaos) damage over time multiplier or cast speed (on crit) will be a premium. Rare jewels: - Increased maximum life is mandatory, - Chaos damage over time is the best damage mod. - Recoup damage over time is very nice (highly recommend, even with a stasis prison) - top your jewels off if you can with increased (poison/chaos) damage or increased flask duration mods if needed. - 4 good mods on a single jewel is rare and can be expensive so be warned Stance Dancing - Just don't, you will wreck your fun. - You could tech in a stance and try grabbing the adrenaline mastery if you can find the reservation for it (jewels?) - But you would have to give up a cluster or something big which would make it not worth it imo. Bandits - Kill them all - And take from them everything Pantheon - Lunaris or Araakali Major - Gruthkul or Abberath (burning ground) - Forbidden Rite triggers the "when hit" effects which makes them be up all the time. - Ralakesh if bleed is your enemy ----------------------------------------------------------------------------------------------------------------------- Reminder that this is not a build guide, this is just a build project I'm sharing with you. I would not recommend diving into a build like this unless you know what you're doing. RNG take the wheel! ----------------------------------------------------------------------------------------------------------------------- Any other questions I will take in the discord poe channel of my server, or in youtube comment section. but this should cover most of it - Youtube.com/WolfsGoRawr - Twitch.com/WolfsGoRawr

Gear

Storm Spell
Corpse Spell
Mind Dome
Stasis Prison
The Eternal Struggle
Cataclysm Circle
Onslaught Hold
Carrion Touch
New Item
Vortex Spark
Ancient Iridescence
Cataclysm Hope
Maelstrom Creed
Oblivion Shine
Maelstrom Creed
Forbidden Flame
Blight Shine
Cataclysm Hope
Oblivion Creed
Watcher's Eye
Brutal Restraint
Forbidden Flesh
Cataclysm Hope
Maelstrom Creed

Skills

Body Armour

  • Forbidden RiteForbidden Rite21/20WMain
  • Greater Multiple ProjectilesGreater Multiple Projectiles20/20W
  • Awakened Deadly AilmentsAwakened Deadly Ailments5/20W
  • Spell EchoSpell Echo20/20W
  • Awakened Void ManipulationAwakened Void Manipulation5/23W
  • Awakened Unbound AilmentsAwakened Unbound Ailments6/20W

Boots

  • Purifying FlamePurifying Flame1/20W
  • Forbidden RiteForbidden Rite7/20WMain
  • Cast when Damage TakenCast when Damage Taken1W
  • Greater Multiple ProjectilesGreater Multiple Projectiles1W

Weapon 1

  • Flame DashFlame Dash20/20W
  • Faster AttacksFaster Attacks20/20W
  • Shield ChargeShield Charge20/20W
  • VitalityVitality3W
  • Immortal CallImmortal Call20/20W
  • Summon SkeletonsSummon Skeletons20W

Helmet

  • MalevolenceMalevolence20/20W
  • EnlightenEnlighten4W
  • Purity of ElementsPurity of Elements20W
  • Herald of AgonyHerald of Agony20/20W

Gloves

  • Vaal HasteVaal Haste20W
  • Divine BlessingDivine Blessing21/20W
  • Increased DurationIncreased Duration20/20W
  • InspirationInspiration20/20W

Weapon 2

  • DespairDespair21/20W
  • Cast when Damage TakenCast when Damage Taken21W
  • Temporal ChainsTemporal Chains20/20W

Gloves

  • Commandment of Blades1W

Passive Tree

Passive tree 3.21
scroll to zoom
Pathfinder
Pathfinder

Character Stats

Defence

Effective Hit Pool
71.97K
Life
5.85K
Energy Shield
636
Mana
77
Phys Max Hit Taken
25.31K
Armour
502
Evasion
3.87K
Block | Spell Block
25% | 0%
Ward
0

Resistances

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

Offence

Total DPS
38.08M
Crit Chance
8%
Crit Multiplier
150%

Attributes & Utility

Strength
191
Intelligence
159
Dexterity
300
Movement Speed
235%