Elemental Hit of the Spectrum Champion

Good Morning Folks! Necropolis is quite possibly the most enjoyable mapping league yet. Affliction offered outrageous juicing options, but what Necropolis offers is flexibility and the ability to easily tailor the content to fit your whims. This is in large part due to the fact that we have three different atlas trees at our disposal, but on top of that, we have the freedom to add a bunch of interesting scarabs that wildly change your map-to-map experience. More important than that, the scarabs have been plentiful allowing me to constantly shift what I want to focus on without needing to buy them from the market. That is not to say that if you want to chain run the same strategy over and over… you will probably need to buy scarabs in bulk like in past leagues, but if you are a bit more open to your mapping options you should be relatively self-sustaining.

For the last several leagues I have built some form of a Righteous Fire character for Delving and getting through the bosses and some form of a Bow-based character for pure mapping fun. Over the years I have played Toxic Rain, Explosive Arrow, Lightning Arrow, and Vaal Lightning Arrow to various degrees of success. Last league I had landed on what I felt was the ultimate version of this in the form of a champion. In this league, I am elevating it a bit further by diving into the new transfigured gem Elemental Hit of the Spectrum. Essentially it deals all three elements worth of damage at the same time and then scales based on the number of unique ailments you have on a target. This means you only have to account for elemental reflect damage which can be taken care of with a Level 5 Awakened Elemental Damage with Attacks Support gem.

Here is the POB if you want to follow along as I talk through gearing choices.

What makes this build so potent is that we are living in “interesting times”. Grave crafting has created this weird situation where so many mirror-tier perfect bows have been created, that anything that is slightly imperfect in any way… but still extremely good… is dirt cheap. This is a 1500 DPS bow with an additional arrow, triple tier 1 elemental damage, and attack speed and I gave I believe 9 Divine Orbs for it. I am pretty sure that I paid way more than that for a 1200 DPS bow that I was EXCEPTIONALLY proud of last league. I’ve had this bow for a few weeks now and when I was shopping yesterday for gear after trying to convince Ace that now was the time to give a mapper lighting arrow/elemental hit character a try… they were considerably cheaper. Weird things exist… like quadruple fractured items, which this bow is. I finished off the item by changing the quality to attack speed and corrupting it to 30% with a beast craft.

The other reason why this build is so potent is that I am getting to play around with Headhunter again. When I bought this belt it was I believe 8 Divines, but as of yesterday when I was shopping for a second that price had dropped to around 4 Divines. Note… I thought 50 Divines for a headhunter last league was a “bargain” that I could not pass up. If you have ever wanted to play a bow-build map-blaster that runs around with a stupid amount of headhunter buffs… this is your league. There is basically no reason to NOT run this belt on any build that is clearing rares quickly. Having played with a Mageblood and a Headhunter I have to say that the Headhunter mechanic is significantly more enjoyable. Mageblood is just sort of cheating at flasks, which can allow you to do some dumb things… but isn’t in itself interesting.

Another thing that is just stupidly cheap right now is the Defiance of Destiny amulet. I am legitimately using this just to add some additional layers of survival to my build while at the same time providing a bunch of elemental resistance on a single item. I am using the anoint Disciple of Slaughter so that I do not have to run Frenzy in a Manaforged Arrows setup. If you did want to go into Manaforged Arrows I would probably consider Frenzy of Onslaught which would then allow you to move some points around a bit because I am spending three points to get Graceful Assault instead of running a Silver Flask to guarantee reasonably close to permanent Onslaught. Ultimately these are decisions you reach after having played a build a bunch of times and wanting to tweak it slightly to do something specific.

One of my favorite things that I added to the build the last time I played it, was performing some pathing Jenga in order to use an Unnatural Instinct over by Avatar of the Hunt. I got the jewel that I am using as a drop, but generally speaking these are not terribly expensive and you gain a ton of value from that one socket. I mean sure I wish that Unnatural Instinct also gave you the notables, but I can live without Avatar of the Hunt. This is a late-game pathing thing, and while leveling I absolutely path into that notable and take it… then modify my pathing later to add in the jewel.

Another piece of tech that I am playing around with is the new Perandus Pact jewel that comes from Grave Crafting. Essentially you collect all of the corpses of the Perandus family and then can influence which jewel stat roll you get based on the other corpses you add with it. At the moment the Evasion version of this jewel is dirt cheap and adds 7% Evasion for every passive allocated in the large radius of where you place it. For me it is hitting 32 different nodes and giving me a grand total of +224% Increased Evasion… which essentially is giving me “Grace” without needing to sort out the reservation of that aura. There are a bunch of other viable options and if you didn’t care about the survival you could stack a specific elemental damage instead. I’m using the Fire Damage version on my Righteous Fire Chieftain to give me around +120% Increased Fire Damage.

The last thing that I added most recently, was to pick up another Jewel socket and put a Watcher’s Eye in it. In truth the only thing I really cared about here was trying to get permanent phasing while running haste. Cannot Be Blinded While Affected by Precision is solid and basically is a net win, but the reduced physical reflection from Determination is largely useless. Essentially I was looking for two things here… more life, more mana, and permanent haste giving me more ease of movement in mapping. I am not going to lie this is good enough that I have contemplated trying to figure out a way to mix in haste and a watcher’s eye into my RF Chieftain because it would be SUPER handy for Delving.

The character feels so good for mapping purposes and I cannot remember the last time I died. Not dying is a big thing for me, but your comfort levels might be completely different. If you wanted to play a less defensive version of this build that has significantly higher damage output, then I would look at the various folks running this Deadeye. They specifically favor the critical variant of the build whereas I am running Precise Technique and do not care about crit. It would be easy enough to transition over with a few gear swaps though if I were so inclined. My kink though is never the damage output I am doing, and more so that I am nigh immortal. So long as I can rip through maps comfortably I am happy with my damage output.

Anyways! I had not talked about this build that I have been running on the side and figured today I would do a deep dive and share some footage. I hope you all are doing well out there, and that you have a great and safe weekend. We have more danger weather rolling in, so I will likely be watching the skies.

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