In POE 3.10, Welcome to my Bane/Blight guide. This makes the core is mana. So, let me get started with why I made this construct, how it performs and how is it different from all present Bane and Blight builds. To ensure that is generally how they to develop performs. We have decent mitigation, decent EHP, quite higher recovery, really high damage and on leading, I also grabbed Phase Acrobatics, Acrobatics, and Blind to help us dodge a lot of the harm.
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In POE 3.10, Welcome to my Blight guide. This makes the core is mana. So, let me get started with why I made this construct, how it performs and how is it different from all present Bane and Blight builds. To ensure that is generally how they to develop performs. We have decent mitigation, decent EHP, quite higher recovery, really high damage and on leading, I also grabbed Phase Acrobatics, Acrobatics, and Blind to help us dodge a lot of the harm.
We stack about 2-2.5k mana and then make use of it for damage, survivability, damage mitigation, life sustain, casting our spells, nicely, we use it basically for anything. So how do we actually use it? Effectively, for recharging our mana we use Enduring Mana Flask. Enduring mod on mana flask tends to make the flask impact not be removed at complete mana and makes it possible for us to queue the flask infinitely. We then scale this flask to some unreasonable recovery numbers with a great deal of flask effect, flask recovery and decreased flask charges made use of, what enables us to regenerate actually a good deal of mana in brief amount of time and at the same time, it allows us to have our mana flask active permanently, even in extremely extended boss fights.
Now, how does this transform to survivability and damage? We use Indigo helmet that transforms the insane mana recovery to also apply to wellness as well as provides us damage determined by just how much mana we spent recently, and we devote seriously a good deal of mana, so Indigo grants us a good deal of harm. Then we use Agnostic timeless keystone what tends to make us recover HP based on 20% of our maximum mana when we are not on a complete life. On major of all this, we use Mind over Matter that tends to make 30% of incoming harm to be taken from mana before life, giving us a lot of added EHP. And thanks to insane sustain of life and mana, we also run Righteous Fire what provides us 40% a lot more damage and we are able to have it up permanently.
PROS & CONS:
+ Amazing clear speed - Bane covers basically whole screen, and everything else just dies from explosions
+ Very high single target damage for dot build
+ Very good lab runner because of the insane recovery we have
+ 224% increased movement speed
+ 8.1k EHP
+ 87% melee avoid chance, 87% projectile avoid chance, 44% spell avoid chance
+ 2 defensive curses with 45% increased curse effect
+ Enemies are chilled and hindered
+ Can do any content in the game - That means no worries about recharge, leech, mana leech, regen, any kind of damage reflection
+ Very good league starter as it works just on Tabula
- Blight playstyle can be sometimes pretty dangerous as we need to stand close to enemy
- For maximum damage and clear effectiveness we need 2 6 links, 1 for Blight and 1 for Bane
- Before getting explody chest we need to gem swap to double Obliteration wand for smooth clear
- The damage mitigation is not as high as on other builds and we rely mostly on recovery
- Sometimes we need to stop casting to reset Indigon in long fights because it can ramp up the mana cost way too high
Profane Bloom -> Malediction -> Void Beacon -> Withering Presence
Kill them all. The two points gained are much more valuable than the benefits the other bandits provide.
Major God - Soul of Lunaris
Minor God - Soul of Garukhan