
3.14 POE - Reap Build Theorycrafting Discussion - Can It Work As An Elementalist? Path of Exile
EDIT: This has become a build outline now! https://youtu.be/38S1Ayqqke0 for the outline. This video is just the outcome of a theorycrafting stream which might have some useful dead ends to pursue further.
This is the result of a theorycrafting stream. It is NOT a completed build guide. Complete build guides can't be done until Thursday or Friday coming.
Why Elementalist? Golems. Golem nodes add HUGE generic damage.
Please exercise care when leaguestarting with a brand new skill, and have a backup plan.
Ascendancy nodes: Liege of Primordial, Elemancer, Shaper of Storms, Elemental Aegis
The Cold Iron Point video I mentioned: https://youtu.be/aorXHgLvg3A
REAP - deals HIT and DOT damage
- best way to scale phys DOT is a combination of generic +% damage, +% spell damage due to Reap mechanics, and phys DOT multi
- Actual damage per second = base damage (from gem) * (100+ all DOT multi% sources) * (100% + all spell/generic/DOT sources) * all more multipliers from supports * all more multipliers from affects on how you damage the enemy (shocked, maim, etc)
- Elementalist gets us lots of the third part of that product almost free, and lets us easily shock to help the last
- Some bleed DOT multi nodes will change to phys DoT multi. We don't know which
- Medium Clusters already offer the missing piece, phys DOT multi or generic DOT multi. 4% per square, can be 5% with 25% node effect. Best possible cluster 6 nodes, Brush with Death and Expsoure Therapy with two 'random' suffixes?. Generic DOT multi better than phys because less bad passives.
- Mediums are actually awesome, but larges are... bleh.
- Small clusters offer no damage (as usual) but have some real power. Depending on price of imprint beasts there may be minmax options here. Classic jewels offer less, other than the unique ones we will want as an Elementalist with golem scaling.
Golem Number:
3 baseline (1 + liege of primordial + elemancer)
+1 Golem Commander
+1 or +2 Anima Stone
+3 Primordial Chain (high opportunity cost but worth it, IMO)
8 or 9 total (9th has high cost, 2 Primordial jewels... assuming 8 we have)
- 200% damage from Liege of the Primordial (not 100% uptime in practice but will stay high)
- 400% increased buff effect (not 100% uptime in practice but will stay high)
Buff Effect:
150% eternal lab enchant. Reap enchant may be better.
40% Primordial Bond
20-23% Anomalous Flame Golem OR 44-47% (Anomalous Flame Golem - Enhance)
- 24% nodes on tree
30% Golem Commander
400% Elemancer
= 664% (medium investment), so 166% increased damage from Flame Golem
Note chaos golem at 22 grants 5% phys reduction + 514% (also no enchance) for a massive 30% PDR, basically the benefit of 7 endurance charges.
Also lots of cast speed from lightning, and crit chance from ice. Probably don't want to build crit, but the incidental crits might make the shock node compelling, especially if Cruelty Support is good
Cruelty Support
- seems good. + to both DOT and the hit, synergizes with Shock as that gives more cruelty.
- Need hard numbers though
Auras:
Malevolence (scale some aura effect if possible to do cheaply)
Vitality maybe?
At least consider Petrified Blood but maybe not use it. VERY good with Stone Golem and golem effect thoguh
Pride?
Flesh and Stone (blood) + Anomalous Maim - 28 or 29% reservation for a LOT of power. 30% increased damage taken (shock layer)
War Banner?
PROBABLY the correct choice is Malevolence (50%), Flesh and Stone - Anomalous Maim (28 or 29%), War Banner (10%) leaving ~11% for moveskills and utility. Consider Vitality level 1 with a relevant Watcher's Eye
Supports:
Things that scale DOT and also Hit:
- Cruelty
- Brutality
- Efficacy (not great but good enough)
- Conc Effect (swap for Cascade for trash)
- Controlled Destruction
- Consider Lifetap once numebrs known. Compare to Efficacy as it's probably better. Also consider Empower
- Upgrade to Awakened if/when possible
Other options
Punishment, Vulnerability, Despair - as many as possible
Hunter suffix on wands, 40% malevolence effect
Early weapons: COLD IRON POINT.
Base wand craft works like this: As many great prefixes as you can afford. Magisters, phys dot multi, Lithomancer's, Runic/Glyphic. Hunter Exalt, Harvest Reforge keeping prefixes aiming for Malevolence effect.
Corrupting Fever. Use this unless it is terrible. We don't have numbers yet.
Chest: Explody IF NOT NERFED
Boots: Life/resist/movespeed, add Tailwind if affordable
Helm: +3 to socketed minions
Gloves: Whatever can be managed with the curse(s) you want.
There's no discussion of the low life with Petrified Blood option here. That's a very solid option to consider, but beyond the scope of this video.
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