Updated for Patch 3.25
The Best Crafty Guides by Odealo
Guide notes |
September 29, 2024 -Build created |
Build Overview | |||
Tags: [CASTER] [ELEMENTAL] [LIFE] | |||
Budget: Defenses: |
|
Boss DPS: AoE: |
|
Reap is a simple Physical Spell. It has a unique Blood Charge gimmick that just grants more damage and increases Life Cost during prolonged boss fights, and a DoT component, but what we're interested in is its potential to overlap scythes for a massive damage boost against single targets. With Spell Cascade and increased AoE, you will hit the same enemy 4 times per cast, given you're aiming at the enemy. For the same reason, Spell Cascade is also used in Storm Call or Absolution of Inspiring builds. Here, since Reap is a Physical Spell, we can benefit from bonuses to Elemental Damage sourced from Physical Damage, the best examples of which are Hatred Aura, Added Fire Damage Support, and Herald of Ash. The only obstacle is Damage Conversion, but that is done with a pair of Rare Gloves and a Watcher's Eye.
Reap costs no Mana but Life, which is a great feature since we can now link all of our other Skills to Lifetap Support Gems and Reserve exactly all of the Mana to never worry about it again. However, it requires good Life Recovery, as the cost of Reap can grow to around 1000 Life Cost per second; a simple Consecrated Ground and Vitality should be enough to sustain this life drain. If not, get some additional Life Recovery from Rare Items. Consecrated Ground is sourced from Inquisitor's Sanctuary and Pious Path, which also works on Energy Shield which you have around 1000 of. Your other passives from this tree are Righteous Providence and Inevitable Judgement for Crit Chance and to ignore Elemental Resistances of your opponents.
The build is extremely tanky. It has all the Elemental Resistances capped at 90%, so taking advantage of Righteous Fire's Spell Damage bonus is advised. The Physical Damage taken is also reduced due to permanent Endurance Charges and Lightning Coil, which shifts Physical Damage to be taken as Lightning. Frost Shield and Flesh and Stone reduce the damage you take too. Another (thick) defensive layer is capped & lucky chance to Block Attacks and Spells thanks to Svalinn. It all makes this build very durable against Hits, but heavy DoT is still an issue that you should avoid at all costs.
You can also check our other Path of Exile builds right over here Odealo's Crafty Guides - Full List
Use Reap against all types of enemies. Be precise when targeting bosses to shotgun them with scythes. Turn your RF on for a Spell Damage bonus. Shield Charge is the best movement ability, but you can supplement it with Frosblink of Wintry Blast. Before boss fights, cast Assassin's Mark on them. Frost Shield and Steelskin should be activated Automatically if socketed in Svalinn. Your passive skills are Hatred, Purity of Lightning, Herald of Ash, Vitality, and maybe Precision.
|
PROS |
|
CONS |
|
Templar specializes in Elemental Damage, so starting with a Physical Spell before you're able to fully Convert it is not ideal. We recommend following the Templar Leveling Guide for PoE using Lightning Spells. You can switch to Reap after acquiring the Awakened Spell Cascade Support Gem and being able to Convert all the Physical Damage. The build can be good with just the regular Spell Cascade but we doubt it will be any better than other Spells you can just replace Reap with.
Bandits:
you should kill all three Bandits for two additional Skill Points
Final Skill Tree:
100 Points Final Skill Tree (doesn't include Unique or Cluster Jewels)
122 Points Path of Building (PoB) link
Ascendancy points:
Preferably in that order:
Pantheon:
Major God: Soul of Solaris: 6% additional Physical Damage Reduction while there is only one nearby Enemy; 20% chance to take 50% less Area Damage from Hits
Minor God: Soul of Tukohama: 3% additional Physical Damage Reduction per second you've been stationary, up to a maximum of 9%
[DPS] Reap setup | |
Vaal Reap - A simple Area Spell that deals Physical Damage and Physical DoT. It costs Life instead of Mana, and over time this cost grows significantly, forcing you to have a decent Life Recovery. Use the Vaal version since it's available. | |
Spell Echo Support - The Spell repeats additional time with much higher Cast Speed, but lower damage. | |
Spell Cascade Support - You want the awakened version. After increasing your AoE, the scythes will overlap in the middle which "shotguns" the enemy. | |
Added Fire Damage Support - Adds Fire Damage based on the Physical Damage of the Spell. | |
Power Charge on Critical Support - Used to get more Spell Damage per Power Charge. | |
Empower Support - Increases the Gem Level of Reap which results in more damage. |
[UTILITY] Mana Reservation setup socketed in an item with +1 to socketed Skill Gems |
|
Hatred - Adds Cold Damage sourced from Physical Damage. It also grants more Cold Damage. | |
Herald of Ash - Adds Fire Damage sourced from Physical Damage, and deals Fire DoT around the enemies you slay. | |
Purity of Lightning - To cap your Resistances at 90%, use Purity of Lightning. It has to have Gem Level 23. Get a Gem with level 21, then increase it by 2 with local or global modifiers to Gem Levels. | |
Enlighten Support - Linked Spells Reserve less Mana. |
[UTILITY] CwDT setup | |
More Duration Support - Linked Duration Spells last longer. If you're worried about your Mana, replace it with Lifetap Support. | |
Frost Shield - Drains your Energy Shield to fuel a protective barrier that causes you to take less damage and gain a bonus Critical Strike Chance. | |
Steelskin - Makes you take less damage and stops Bleeding. | |
Cast when Damage Taken Support - Linked Spells are Triggered automatically as you receive enough damage. If you want to cast them more often, just omit this Support Gem and socket the three remaining Gems in Svalinn. |
[UTILITY] Various Gems | |
Frostblink of Wintry Blast - A secondary movement ability to quickly teleport around. | |
Assassin's Mark - Increases Critical Strike Chance and Damage against Marked enemy. | |
Lifetap Support - Linked Skills cost Life but no Mana, which you don't have a lot of. |
[UTILITY] Life Reservation setup | |
Vitality - Regenerates Life over time, which is required to sustain Righteous Fire. | |
Precision - It's used only to gain some additional Critical Strike Chance, so you may not need it at all. | |
Arrogance Support - Linked Skills Reserve Life instead of Mana. |
[MOBILITY] Shield Charge setup | |
Shield Charge - Shield Charge causes you to move faster in a straight line. | |
Faster Attack Support - You will move with greater haste if you increase the Attack Speed of Shield Charge. |
[UTILITY] Various Gems | |
Flesh and Stone - Stay in the Sand Stance, since all your Physical Damage is Converted to Elemental, to take less damage. You can replace it with Herald of Purity as it's a big boost to your damage if you're willing to make such a trade. | |
Vaal Righteous Fire - If your Fire Resistance and Life Regeneration are good enough, you will be able to sustain regular RF, which grants much more Spell Damage; otherwise, use Vaal RF for a brief moment only. |
|
The most important part of gearing up is Converting all of your Physical Damage to Elemental, because with Inevitable Judgement your Elemental Damage ignores Resistances. That is if you have a 100% Critical Strike Chance, which you probably will, it's not hard to reach it with enough Strength and Intelligence, which can be found nearly everywhere. We've included Mageblood as one of the core items, but it's not mandatory, it's just extremely effective at combating the downsides of Melding of the Flesh. It makes capping Resistances easy, even as you use a lot of Unique Items. Some of them are very cheap and that's a great opportunity to look for a suitable Corrupted Implicit. The most effective way to increase your Damage is to look for increases in Physical Damage, Spell Damage, and Critical Strike Multiplier. To make the character more durable, just get more Maximum Life. After capping your Elemental Resistances at 90% you're only worried about Physical Damage, but it's not as easy to get any meaningful amount of Armmour. Physical Damage Reduction from Endurance Charges, Flesh and Stone, and redirection to Lightning from Lightning Coil should be enough to make the character tanky. Be sure that you have enough Dexterity, and that your Spell and Attack Block Chance is capped.
Our recommended items will:
Stat priorities on items:
|
(Helmet) Willclash - Grants a lot of Spell Block Chance and Elemental Damage. With it, you're able to cap your Spell Block Chance. Try to Corrupt it for one extra Maximum Power Charge. | |
(350-400)% increased Evasion and Energy Shield +5% Chance to Block Spell Damage per Power Charge (3-5)% increased Elemental Damage per Power charge Gain a Power Charge every Second if you haven't lost Power Charges Recently Lose all Power Charges when you Block |
|
(Weapon) Rare Wand/Dagger/Sceptre - You're looking for a weapon that increases the Gem Level of Physical and all (it's useful for Purity of Lightning) Spell Skill Gems. Increased Spell Damage, Cast Speed, and Critical Strike modifiers should be present here as well. Elemental Damage can be good too. | |
Min. requirements: +1 Level of Physical Spell Skill Gems 90% increased Spell Damage increased Cast Speed Optional affixes: Global Critical Strike Chance Global Critical Strike Multiplier +1 Level of Spell Skill Gems |
|
(Off-Hand) Svalinn - Lucky Block Chance is powerful. You can socket your Steelskin and Frost Shield in here so that you won't need to link them with CwDT. | |
+(10-20) to maximum Life (10-15)% Chance to Block Spell Damage +(100-150) to Ward -10% to maximum Chance to Block Attack Damage -10% to maximum Chance to Block Spell Damage Chance to Block is Lucky Trigger a Socketed Elemental Spell on Block, with a 0.25 second Cooldown |
|
(Body Armour) Lightning Coil - Your Lightning Resistance is capped at 90%, while your Physical Damage reduction is rather poor. This Armour is great in such cases. You can Corrupt it for 2 additional Levels for Reap. | |
Adds 1 to (20-30) Lightning Damage to Attacks (90-120)% increased Armour and Evasion +(60-80) to maximum Life -60% to Lightning Resistance 50% of Physical Damage from Hits taken as Lightning Damage |
|
(Boots) Ralakesh's Impatience - You're always charged, which is good because generating Charges is hard if not impossible, as is the case with Frenzy Charges and Inner Conviction. | |
+(15-25)% to Cold Resistance +(15-25)% to Chaos Resistance Count as having maximum number of Endurance Charges Count as having maximum number of Frenzy Charges Count as having maximum number of Power Charges |
|
(Gloves) Rare Gloves - Gloves can Convert up to 95% of your Physical Damage to Elemental Damage with Eater's Implicit, Veiled Prefix, and Crafted Prefix, but it's unreasonable to assume you'll reach such a high value. The remaining 25%-40% is sourced from a Watcher's Eye. The type of damage you're Converting to doesn't matter as long as it's Elemental. If it's too hard to find such gloves, start with Hrimsorrow. | |
Min. requirements: 70% of Physical Damage Converted to Elemental Damage (in total) 80 maximum Life Optional affixes: Chaos Resistance Dexterity |
|
(Belt) Mageblood - Mageblood is good in this build because Melding of the Flesh puts a lot of strain on your Elemental Resistances and Maximum Elemental Resistances, which we plan to fix with Topaz and Bismuth Flasks. If you don't have Mageblood yet, just don't use Melding Jewel. | |
+(25-35) to Strength +(30-50) to Dexterity +(15-25)% to Fire Resistance +(15-25)% to Cold Resistance Magic Utility Flasks cannot be Used Leftmost (2-4) Magic Utility Flasks constantly apply their Flask Effects to you Magic Utility Flask Effects cannot be removed |
|
(Belt) Rare Belt - You strive for a Mageblood so don't focus too heavily on a Rare Belt, it's just a transitional gear piece. It should have a lot of Maximum Life and Resistances. | |
Min. requirements: 120 maximum Life 80% Total Elemental Resistances Strength Optional affixes: Chaos Resistance Life Regeneration Flask Modifiers |
|
(Amulet) Badge of the Brotherhood | - Your Maximum Power Charge count is high. With Ralakesh's Impatience, your Maximum Frenzy Charge count is also high, which is highly desirable.|
+(16-24) to Dexterity and Intelligence (7-10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge (7-10)% increased Effect of Elusive on you per Power Charge (20-25)% chance to lose a Frenzy Charge when you use a Travel Skill (20-25)% chance to lose a Power Charge when you gain Elusive Your Maximum Frenzy Charges is equal to your Maximum Power Charges |
|
Recommended Anointments: Infused |
|
(Ring) Rare Rings - The Rings you aim for are very expensive because of the prized +1 Max Power Charge Synthesised Implicit modifier. That's why you're also free to use Kalandra's Touch or Procursor's Emblem if you feel like it's the right choice. The affixes should get you more Maximum Life, Attributes, Cast Speed, and Resistances. | |
Min. requirements: 90 maximum Life Strength and Intelligence Optional affixes: +1 to Maximum Power Charges (Synthesised Implicit) Cast Speed Resistances |
|
(Jewel) Large Cluster Jewel - The build can fit two Large Cluster Jewels. One of them should have 12 passives, each with increased effect, Maximum Life, and other bonuses that you can make use of. Here we recommend a Physical Damage Cluster Jewel. For the second one, get an 8-passive Spell Damage Cluster Jewel with one notable for additional Spell Block Chance, such as Mage Hunter or Conjured Wall. | |
Recommended affixes: Added Passive Skills have 35% increased Effect Added Passive Skills also grant Maximum Life Added Passive Skills also grant Resisances Added Passive Skills also grant Strength or Intelligence Added Passive Skills also grant increased Casr Speed 1 Added Passive Skill is Arcane Heroism 1 Added Passive Skill is Conjured Wall 1 Added Passive Skill is Mage Hunter 1 Added Passive Skill is Essence Rush |
|
(Jewel) Medium Cluster Jewel - Vast Power and Towering Threat from an AoE Medium Cluster Jewel will increase your AoE so that your scythes with Spell Cascade will overlap. It's required. | |
Recommended affixes: 1 Added Passive Skill is Vast Power 1 Added Passive Skill is Towering Threat |
|
(Jewel) Rare Jewels - Seek Maximum Life and Critical Strike Multiplier on top of any missing stats such as Attributes, Resistances, or Block Chance. | |
Recommended affixes: increased maximum Life Critical Strike Multiplier for Physical Spells Block Chance Attributes Resistances |
|
(Jewel) Militant Faith - High Templar Dominus Militant Faith Jewel will transmogrify your Agnostic Keystone into Inner Conviction. The Devotion mods should get you some additional Elemental Damage and Elemental Resistances. | |
Carved to glorify (2000-10000) new faithful converted by High Templar (Avarius-Dominus-Maxarius) Passives in radius are Conquered by the Templars Historic <two random mods of devotion> |
|
(Jewel) Melding of the Flesh - Only in case you can reach 90% Lightning Resistance and cap all your Elemental Resistance it's worth equipping this Jewel. Hard to imagine achieving this without Mageblood. | |
-(80-70)% to all Elemental Resistances Elemental Resistances are capped by your highest Maximum Elemental Resistance instead -(6-4)% to all maximum Elemental Resistances |
|
(Jewel) The Light of Meaning - Socket it near Sentinel so that its radius is overlapping with that of Unnatural Instinct. It will increase your Physical Damage big time. | |
Passive Skills in Radius also grant 6% increased Physical Damage | |
(Jewel) Unnatural Instinct - Socket it near Shaper for various bonuses and Physical Damage when combined with The Light of Meaning. | |
Allocated Small Passive Skills in Radius grant nothing Grants all bonuses of Unallocated Small Passive Skills in Radius |
|
(Jewel) The Red Nightmare - Socket it near Eternal Youth Keystone and use Tattoos of the Ngamahu Firewalker for +6% to Fire Resistance per Strength passive in its radius. This will provide you with a lot of Attack Block Chance. | |
Gain (6-10)% of Fire Damage as Extra Chaos Damage Passives granting Fire Resistance or all Elemental Resistances in Radius also grant Chance to Block Attack Damage at 50% of its value |
|
(Jewel) Forbidden Flesh & Flame - Go for Augry of Penitence, Arcane Blessing, or Conviction of Power. These are the best options. | |
Allocates <Random Ascendancy Notable> if you have the matching modifier on Forbidden Flesh Allocates <Random Ascendancy Notable> if you have the matching modifier on Forbidden Flame |
|
(Jewel) Watcher's Eye - One of the Hatred's mods on a Watcher's Eye will Convert the remaining Physical Damage to Cold Damage. Hatred also has other good mods, except the Cold Penetration, which you don't need because of the Inevitable Judgement. Your other Auras are Purity of Lightning, Vitality, and maybe Precision. | |
(4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana <Two or Three random aura modifiers> |
|
(Flask) Progenesis - One of the best Flasks in the game, but it makes a noticeable difference only if you have high Life Recovery, so if it's is barely enough to sustain your degen from Righteous Fire and Reap, get more Life Regen or don't use this Flask at all, and replace it with a Life Flask or Bottled Faith. | |
+35% to Chaos Resistance (20-10)% reduced Charges per use (-35-35)% increased Duration When Hit during effect, 25% of Life loss from Damage taken occurs over 4 seconds instead |
|
Other suggested Flasks (for the Mageblood setup):
|
|
|
If you have any other build requests please leave them in the comments below. We are always open to suggestions and constructive feedback.
Pictures used in this article are the intellectual property of Grinding Gear Games.