[3.25] UYNURUIL'S Tectonic Slam of Cataclysm Ignite with Trickster WTF [45M DPS][400k~1M EHP]




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Build concept
3.25 = melee skill buff + endurance charge buff + Svalinn + runesmithing + combinator + tattoo + unutilized skill. WE GOT IT ALL! Come and experience the whole league with one build.
We're working on creating an ignite character that utilizes automated curses and Svalinn. The challenge we face is that we have to use a one-handed weapon, which makes it tough to scale hit damage effectively.
To boost our damage, we're stacking frenzy charges and leveraging Olesya's Delight to gain affliction charges, enhancing our damage over time.
Additionally, we benefit from a lot of endurance charges thanks to the Replica Badge of the Brotherhood, which we incorporate into our Tectonic Slam of Cataclysm. This skill removes all endurance charges on hit, making it a great fit for ignite builds since one powerful hit can create an ignite that lasts for three seconds, removing concerns about generating enough charges for damage.
Lastly, we also use Pyroclast Mine of Sabotage to amplify our flat fire damage.

Some tech we have:
1. auto endurance charge regeneration
2. auto curse
3. high ehp, cap blocks
4. chill, shock and ignite enemies
5. action speed cannot be lowered than 108% (great for delirium and T17 maps)
6. Bleed / poison / elemental immunity
7. We can use immortal call
8. Lethe shade
9. Stun immunity

Downside:
Need to place mines before attack. Our placement speed is very fast tho. May not be suitable for everyone, you can try with 9 frenzy charge (2 from ascendancy, 1 from belt, 3 from tree, 3 from base) and "feel" the build. Personally i think it's quite smooth.

Offensive:
45M DPS

Defensive:
400K ~ 1M EHP depends on flask and guard skill.


Changelog
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04/09/2024
Added trees for all leagues.
Added tree for aegis aurora.

02/09/2024
Updated tree and removed corrupted unnatural instinct.
Took marked enemy cannot generate life.

31/08/2024
Added endgame sword + tree
Added more detail to damage explanation

30/08/2024
Added 3.25 Settlers of Kalguur


About Me
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Just a player trying to find the a better melee build
Checkout my other builds HERE


Path of Building POB
3.25 Settler
Endgame Runesmith crafted sword & Svalinn
Endgame Runesmith crafted sword & Aegis Aurora - Thanks "I-Kai Wu" from youtube for suggesting this.

Future leagues
The trees are slightly different to accommodate these situation.
Story of the vaal = 100% chance to ignite but require resolute technique.
Crafted sword = 100% chance to hit but require chance to ignite. >90% Ignite chance from cluster jewel + combustion + curse.
Endgame Svaliin & story of the vaal
Endgame Aegis Aurora & story of the vaal (in case Svalinn not added to main)

Video Guide
Tectonic Slam of Cataclysm Ignite Build Deep Dive

Video Showcase
T16 Delirium + beyond + breach
Uber sirus vs noob player

Step by Step Progression Guide to 45M DPS and 450k EHP


Items (Endgame)
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Weapon:
"


Without resolute technique you need to spend 3 points on passive tree.
Priority:
1. Ignite deals more damage


Priority:
1. elemental damage with attack skills / damage over time multiplier (fractured)
2. attack speed > 1.5


Shield:
"


Corruption mod is not required.
Priority:
1. +14% Chance to block spell damage


Helmet:
"


Priority:
1. Resistance
2. Reservation efficiency of skills
3. Energy shield
4. Life


Body:
"




Rings:
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Cannot be poisoned is optional, you can get it from tattoo.


Any +1 frenzy charges will do. This is the cheapest at the moment.


Amulet:
"




Gloves:
"


Priority:
1. Ignite deal damage faster
2. Chaos resist
3. Life regen
4. Life


Checkout the video guide to craft this gloves. You can save 3 skill points from culling strike with marked enemies.
Priority:
1. +1 to maximum frenzy charge
2. Culling strike
3. Fire/Lightning/Cold resistance (35% or above, then you can craft the other 15% and save a skill point on tree)
4. Life
5. Energy shield


Boots:
"


Priority:
1. Corrupted mods with 2 of these mods:
+2 level of socketed AOE gems
+2 level of socketed Aura gems
+2 level of socketed Projectile gems
+2 level of socketed Trap or Mine gems
+1 level of socketed gems


Belt:
"




Jewels:
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Elegant hubris
Checkout the video guide for how to search this jewel.
Priority:
1. 10% increased damage per endurance / frenzy charges. 80% increased fire damage with attack skill.
2. spell block chance (Must take 1)
3. maximum mana (Must take 1)
4. resistances (fire/lightning/cold), you can switch around with small cluster jewel.



Flasks:
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Patheon & Bandit Rewards
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Major god
Take less critical damage -> Soul of Solaris

Minor god
30% reduced curse effect on us -> Soul of Yugul. We also have 60% reduced curse effect on tattoo. This let us free one suffix from our flask.

Bandit
Kill all


Map difficulty and regex
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Maps we can't do:
Monsters reflect #% of Elemental Damage
Monsters cannot be Leeched from

Maps will be annoying / higher chance of dying:
Monsters have #% chance to Avoid Elemental Ailments
Players have #% reduced effect of Non-Curse Auras from Skills
Players have (-12--9)% to all maximum Resistances
Players cannot Regenerate Life, Mana or Energy Shield
Players have #% less Recovery Rate of Life and Energy Shield
Monsters are Hexproof
#% more Monster Life Monsters cannot be Stunned
Monsters steal Power, Frenzy and Endurance charges on Hit

Regex, paste in your inventory to filter out those mods:
"!tal d|non|o al|gen|s rec|eec|re he|ail|tun|er,"

แก้ไขล่าสุดโดย uynuruil#1331 เมื่อ 4 ก.ย. 2024 14:41:49
ขุดครั้งสุดท้าย เมื่อ 13 พ.ย. 2024 11:30:47
How it all comes together.
- I personally like ignite builds, however most of the builds are squishy. Since this patch endurance charge and Svalinn shield boosts our survivability to much, I tried to build around it. The target is to reach 39M DPS (35M ignite and 4M culling DPS.) with decent survivability against hits and damage overtime.

Play style
Drop mines and slam.

---Offensive---
How to scale our damage?
With the Svalinn shield equipped, we're limited to using only one-handed weapons. Unfortunately, it's impossible to scale the damage of a single-handed weapon high enough to achieve 35M ignite DPS, so we need to find a way to incorporate some flat damage.

Flat damage scaling
When it comes to flat damage scaling, "Pyroclast Mine of Sabotage" becomes essential. This skill adds flat fire damage to hits on enemies nearby, which is fantastic for boosting our ignite potential.


Damage overtime scaling
For damage over time scaling, we build up frenzy charges and convert them into affliction charges using our belt. Thanks to Ralakesh boots, we can maintain our frenzy charges. Additionally, we utilize "Story of the Vaal" to enhance our ignite damage, as it significantly boosts ignite effects. Since our hits always ignite and we don't crit due to Resolute Technique, we don't have to worry about scaling "chance to ignite."


Late game
Why do we craft our sword (3.25 settlers only)
As your damage will be highest for enemies near your mines, enemies far away will receive much less damage. But if equivalent ignite will spread after an enemy dies, enemies near your mine will die and highest ignite will spread to others. This enhances our clearing so much.
See the comparison: https://youtu.be/9Rvxz-NCvTw



Skill choice
Next, we need a skill that offers high added damage effectiveness and works with one-handed weapons. I experimented with Tectonic Slam of Cataclysm in 3.23, and it delivered impressive damage when paired with endurance charges. To maximize our endurance charges, we use the Replica Badge of the Brotherhood, allowing us to have maximum endurance charges equal to our maximum frenzy charges. Since we're already stacking frenzy charges, this synergy is beneficial. We also generate these charges with "Replica Farrul's Fur." As an ignite build, we only need to land one hit every few seconds and let the ignite take care of the rest.


Gem links
Regarding gem links, you might wonder why we choose cruelty over awakened deadly ailments. Cruelty enhances our hit damage, which triggers chill and shock effects even against tough bosses. These ailments become even more potent thanks to our weapon. For instance, we can achieve a 9% chill and shock on Uber Sirus. We also need it for fortify hits.


Ascendancy
In our build, we opt for the trickster skill "swift killer," which provides us with 2 additional maximum frenzy charges. Additionally, the "One step ahead" ability allows us to deploy mines effectively while maintaining smooth movement, which is crucial. For our forbidden jewel, we select "Demolition Specialist." This choice enhances the aura effect granted by our mines, enabling us to achieve the maximum damage cap from "pyroclast mine of sabotage" with fewer mines on the field. For instance, without this jewel, we would need 20 mines to hit the damage cap, but with it, we only require about 13.


Curses
When it comes to curses, both Flammability and Alchemist's Mark significantly boost our ignite damage. The great part is that we can automatically trigger these curses using the Svalinn shield, making our setup even more effective.


---Defensive---
Without any flask or immortal call


Damage overtime reduction
We take Lethy Shade and damage overtime reduction mastery


Ailment immunity and stun avoidance
If you don't have poison immunity ring, feel free to replace movement speed / stun avoidance tattoo with poison avoidance. Your stun immunity will be fine as having any amount of energy shield when hit grants a baseline 50% chance to ignore a stun.


---Utilities---
Using Ralakesh boots may feel slow as it doesn't have any movement speed. However you can get movement speed from following.
20% movement speed from "movement speed per frenzy charge".
12% movement speed from belt.
12% movement speed during any flask effect from belt corruption.
20% movement speed from onslaught while having cat's agility.
4% movement speed from small ascendancy node.
108% action speed from "one step ahead" ascendancy node.


---Elementalist viable?---
Here's what we need to do to achieve this build
1. Stack frenzy charge
2. get max block from tree
3. get lethy shade
4. get culling strike for marked enemies
All these nodes will be too separated for elementalist to get. Also they don't have the mine aura effect from ascendancy which enable our build.
แก้ไขล่าสุดโดย uynuruil#1331 เมื่อ 1 ก.ย. 2024 10:13:13
i may be baited for this build, got 300d is it enough?
Here's a calculation based on my memories.
Weapon - 3D
Shield - 4D
Body Armour - 13D
Helmet - 8D (base cost 4D)
Gloves - 10D (base cost 2D, then i got unlucky crafting the 20% fire damage multi from searing exarch mod)
Amulet - 1D
Ring - 16D (+1 frenzy charge)
Ring - 5D (i corrupted the cannot be poison modifier myself, each ring is 20c and can sell for 10c if nothing happens, you get 80 trials for 5D)
Belt - 5D
Boots - 3D

Flasks
Progenesis - 40D
Bottled fate - 8D
Oriath's End - 6D

Jewels
Small cluster jewel - 8D each x 2
Impossible escape - 1D
Forbidden Flesh and Flame - 1D
Thread of hope - 4D (does not need the -10% elemental resistance, -17% will do)
Large cluster jewel - 4D
Elegant hubris - 40D

Total = 180D

Let's say you cut some cost by [Elegant hubris]+[Progenesis]
Total = 110D
แก้ไขล่าสุดโดย uynuruil#1331 เมื่อ 1 ก.ย. 2024 14:15:05
edited
แก้ไขล่าสุดโดย Nooxylol#4977 เมื่อ 17 พ.ย. 2024 22:20:05
Hi, your build looks like fun and i want to try it. can you help with a few budget options pls?

which boots to use, because ralakeshs are 14 divine right now. just MS/life/es/resis?
are non corr ralakesh better then random +gem lvl boots?

if i am on 5L only, which gem to drop?

when i use replica Ferruls, i need to beastcraft aspect of the cat on helm or gloves, right?

how do you sustain your mana/ manareg?

แก้ไขล่าสุดโดย Andy1988#5278 เมื่อ 13 พ.ย. 2024 14:28:54

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