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Path of Exile 3.3 Triple Herald Blade Build For Vortex Elementalist

This can be the Triple Herald Elementalist Blade Vortex make - my attempt to make the Elementalist fantastic once more. The excellent all-rounder, viable for all content.


POE 3.3 Adjustments For Blade
Blade vortex has been reworked:
-> Now has 35% enhanced hit rate for each blade (up from 10%).
-> Now offers 35% more damage with hits and ailments for each blade (up from 30% for hits and 20% for ailments).
-> Now has 10% elevated crucial strike likelihood for every single blade.
-> Now features a limit of ten active spinning blades (down from 20).

This adjust indicates that Spell Echo is no longer essential and can be replaced with a damage help. Large buff.
Not only that but there is now a vocal version of the gem that grants each typical and vital expertise
Generate an independently-moving vortex of ethereal blades which final to get a duration. The vortex moves towards nearby enemies, repeatedly damaging enemies that it passes via.

Beacon of Ruin ascendancy is slightly buffed as well as a bit nerfed. Proliferation radius is increased (from 12 to 18) and also the guaranteed shock is reduced from 24% to 20% (no longer grants increased shock effectiveness).
Advisable talent tree now incorporates both duration clusters for the higher high quality of life and synergy with all the new Vaal capabilities.

Pros
Pretty tanky - 7-8k EHP
The pretty low cost to gear, not gated behind rare/expensive uniques. Good league starter, SSF is doable.
Scales exceptionally nicely inside the end-game.
Witch

Cons
Blade vortex mechanics may perhaps really feel clunky to some
Have to be in melee variety to de withal harm

Create Theory
The renewed Elementalist ascendancy presents an excellent synergy with all the Blade Vortex ability as well as the heralds.
The Pendulum of Destruction offers a very visible and welcome AoE increase or elemental harm increase once you need it.

The construct uses all three elements through harm conversion and extra elemental damage:
Cold using the Hrimsorrow gloves
Lightning using the Physical to Lightning support
Fire together with the Herald of Ash as well as the Added Fire Damage support
Whatever additional elements you get from the shaped weapons

So when working with the Mastermind of Discord ascendancy with all three Heralds you get that 25% elemental penetration on every little thing.
Together with the Shaper of Desolation all your hits - not just vital ones - apply elemental ailments.
The Beacon of Ruin makes your elemental ailments stronger and spreads them to all nearby enemies.



The construct is pretty beefy:
* More than 200% improved life can get you as much as 7k hp in the event you invest into it. With Mind over Matter, you can get up to 8k EHP.
* The harm is fantastic so you kill most every little thing just before they get to hit you.
* A lot of cold damage indicates that things get chilled and frozen all of the time.
* Herald of Ice shatters almost every little thing so you leave no bodies for that nasty detonate dead or these pesky porcupines.
* Quite agile with Whirling Blades as a movement talent - threats are simple to dodge. Also, fortify.
Note that leech is mandatory for this development. Usually, do not omit warlord's mark curse.

Talent tree, Bandits, Pantheon
* 193% increased life
* 50% elevated life recovery from flasks
* Mind more than the matter
* Two duration clusters

If you get the elevated BV duration helm enchant or are comfy with just a single duration cluster anyway, you could reinvest the points elsewhere - get extra jewel slots, energy charges and so on. By way of example, attainable tree to work with together with the Power Charge on Vital blade vortex setup: https://tinyurl.com/y753zcas.
After you get to about 6.5k life it is possible to refund MoM, it is entirely optional (but makes the create smoother).
As soon as you get 20 excellent around the blade-vortex gem you could refund three points from the Blast Radius cluster and reinvest them into a jewel slot, the Alchemist cluster, or an additional energy charge. Generally, Blast Radius is probably the least significant cluster so in the event, you are looking for points, it ought to be the first one to refund.

Common Notes
Aim to have at the very least 70 life on every single uncommon piece of gear. Don't overlook mana regen and flat mana mods. Constantly ensure that your elemental resists are capped.

Weapons
Dual wield either 2 Daggers or Dagger and Scepter.
Stats to look for:
* Vital likelihood for spells - this a single is really a priority
* Spell harm
* Elemental harm
* Crit multiplier
* Harm added to spells
* Get % of physical harm as [element] harm (shaped weapons mod)
* Elemental resists penetration
The shield can also be an option should you favor to use Shield Charge as a movement skill, it really is more rapidly and arguably much better for mapping exactly where you don't ought to maximize your harm output.
If you are specifically keen on clear speed mapping you could use Brightbeak + Shield combination after you receive Inpulsa's armor. Use any rare shield with spell crit possibility or Esh's mirror.

Chest
Inpulsa's Broken Heart would be the BiS armor for this development.
It boasts both single target harm (by means of the enhanced shock effectiveness and increased damage mods) and AoE (by way of the shocked enemies you kill explode mod).
Until you get Inpulsa's, use any uncommon or unique armor, preferably with life and resists.

Helmet
Starkonja's Head
A lot of life, crit chance, attack speed and extremely importantly as much as 70 dex - and this create is sex starved.
Alternatively, use any rare helmet with life and resists.
Finest helmet lab enchantment is 30% improved blade vortex duration.

Gloves
Hrimsorrow
Crucial aspect with the build to acquire the 50% cold conversion. Extremely typical and affordable item. Fated version (Hamburg) is only marginally greater, don't chase it but upgrade when the opportunity arises.

Boots
Uncommon boots with movement speed, life and resists.
Greatest lab enchantments are:
* 16% increased Attack and Cast Speed if you've Killed Recently - for mapping
* Damage Penetrates 10% of Enemy Elemental Resistances should you have not Killed Recently - for finish game bosses

Belt
Stygian vise with life and resists.

Amulet
Rare with life, crit multi and whatever else you can get - crit possibility, resists and so on
When you are wealthy then appear for shaped amulets with the Achieve % of physical harm as [element] damage mod on leading from the above.
Yoke of suffering https://pathofexile.gamepedia.com/Yoke_of_Suffering is really a very good (and inexpensive) harm solution but unfortunately, it does not have any life on it.

Blade Vortex
Blade-Vortex - Added Fire Damage - Controlled destruction - Physical to Lightning - Increased Crucial Strikes - Efficacy / Power Charge on Critical / Enhanced Important Damage / Concentrated Effect
Replace Added Fire Harm with Hypothermia once you get the Beacon of Ruin ascendancy node.
The last slot is situational. Use Conc impact on challenging bosses, in addition to a support of the selection for mapping. Even Improved AoE gem is on the table.

Movement
Whirling Blades - More quickly Attacks - Fortify - Culling strike
If applying shield replace Whirling Blades with Shield Charge for those who like it superior.
If making use of MoM replace Culling strike with Blood Magic.

Orb of storms
Orb of storms - Arcane Surge (level 5/6) - Power Charge on Crit
That is the "give me more juice" button. Arcane surge provides 13% extra harm, added cast speed to spin up the blades more rapidly and a few mana regen on major of that. And also you also get energy charges when it crits. When you are already working with PCoC with Blade Vortex, replace it with Blind right here.
Crucial: hold Arcane surge low level so it gets triggered by a single cast of the orb of storms.

Golem
Lightning golem is the greatest for this build. Enables to move quicker with whirling blades or shield charge also as spin up vortex blades faster.

Heralds
We use all 3 heralds: Ash, Ice, and Thunder.
Here is how we are going to utilize them:
Herald of Ash doesn't hit and doesn't trigger any on kill events, so just leave it alone and use as is.
Herald of Thunder is going to be linked to Curse On Hit - Warlord's Mark gems. This does not reserve any further mana and reliably curses enemies about you while expiring. The fourth hyperlink is going to become Blind - our likelihood to evade jumps to more than 50% against blinded enemies.
Herald of Ice might be employed on its own, however, if you have enough spare hyperlinks and mana you are able to attempt the following combination, it functions fantastic for those who don't have Inpulsa's armor, however:
Herald of Ice - Culling Strike - Onslaught - Ice Bite

CWDT
CWDT (12) - Immortal Get in touch with (14) - Improved Duration - Warlord's Mark (14)
This setup serves two purposes: it triggers Immortal Get in touch with to prevent all physical damage for the duration, as well as casts the Warlord's Mark curse. The latter is required in single target scenarios (bosses) exactly where the curse can't be applied by the heralds.
You do not want to retain your CWDT as well low level as you do not want your endurance charges to be consumed every single time someone looks at you funny. Level 12 seems to become an excellent balance, even though you may maintain it reduced early on.
Here's the cheat sheet for all gem hyperlinks:
Physique: Blade Vortex
Weapon1: Orb of Storms - Arcane Surge (5-6) - Power Charge On Crit
Weapon2: Herald of Ash - Herald of Ice - Golem
Helmet: Whirling Blades - More rapidly Attacks - Fortify (+ Blood Magic with MoM)
Gloves: Herald of Thunder - Blind - Curse On Hit - Warlord's Mark
Boots: CWDT (10-12) - Immortal Call (12-14) - Elevated Duration - Warlord's Mark (12-14)
You are able to use blood rage should you can sustain it (have enough regen).
In case you possess the Warlord's Mark curse on hit ring, you may remove Warlord's Mark gems, opening up a couple of slots.

Mapping
Merely hold on spinning and whirling blade into packs whilst popping flasks. Almost everything gets chilled, shocked and frozen and after that just explodes.
How you can handle challenging map mods:
Elemental reflect - can't do, reroll
Hexproof - use Berek's Grip ring
No regen - bring a mana flask
Can not leech - heavy flask function, consider rerolling

Bosses
Drop orb of storms to have the arcane surge going, spin up to max blades, pop flasks and visit the town.
Use Concentrated Effect if your DPS is lacking.

Be sure that:
* Your elemental resists are capped
* You may have 70+ life on every single uncommon piece of gear
* You might have a supply of leech (warlord's mark curse or no less than Berek's Grip ring)
* You've got taken sufficient life nodes around the tree (particularly scion life cluster)
* You've taken Mind over Matter and have at least 500 unreserved mana
* That you are working with advised flasks
* That you are using immediate ("Seething" or at the least "Bubbling") life flask
* Your weapons are at least as very good as Divinarius unique dagger
* Your gems are linked precisely as suggested within the gem links cheat sheet

Can I use Essence Worm with Hatred?
Hatred adds about 15% extra harm - pretty excellent indeed.
Having said that you happen to be losing a ring slot that could give more than 100 life (with Coral ring) and 80-100 elemental resists. You are going to also not have enough mana left for MoM.
If you are content with this trade-off and favor to run a glass cannon version on the build - you'll be able to. The option is yours.
If we are speaking in regards to the finished game nevertheless then the answer is no. You would be improved off with all the Mark of the Shaper ring paired with an elder ring - the harm bonus is the identical if not greater although adding some life and not reserving any further mana.



Is 5L Inpulsa's improved than 6L rare armour?
5L Inpulsa's is much better if it can be well rolled and you've got the Beacon of Ruin ascendancy.
5L setup: BV - Hypothermia - Controlled Destruction - Physical To Lightning - Elevated Crucial Strikes

Why take Thoughts more than Matter if we do not have that considerably unreserved mana?
Blade-Vortex is precast which implies that it nevertheless goes on and keeps damaging (and leeching) even if we run out of mana. Our movement ability is linked to Blood Magic so we do not will need mana to work with it either.
Though some extension towards the life pool is normally welcome, we take it to increase our recovery price. Considering the fact that we use leech as our main defense mechanics, adding mana leech and mana regen increases our total recovery rate by 25-30%.

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