Lemures Ritualist (UHM)

Find a handful of guides and walkthroughs here!
Ruubel
Djinn
532 | 9
W/o firedance buff
Lorekeeper
Lorekeeper
Light Gauntlets (Sacred)

Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength:
300
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
are worse than honorcrafted and MO-d gloves. To beat honorcraft you need more or less perf rolled jewels.

In short, theris no hurry with gloves at the buildup stage. (
Robe of Steel
Robe of Steel
Full Plate Mail (Sacred)

Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength:
469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
is OTOH).
Enigma
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Did some experimenting on single player with realistic gear setups (with no corrupting). I made a couple of observations that, while not novel, are probably useful for people to know:

- For damage: +1 skill is worth roughly 4% spell damage at SF cap at level 130. Regardless of how many other + skills and sd% I add it moves away from this ratio slowly. Given we don't get much but damage from + skills (small PDR and stat buff + small spark of hope speed buff), this can be used to make good decisions on gearing.

- BIS rings are probably adrenaline rush and Rare (+1, 15% cold spell, lucky, SF) depending on playstyle.

- BIS amulet is probably Idol of fortune (+2/30%sd, 25%speed, 3%life) : Tezzeract (+2/30%cold) or Rare: +3/20%sd/SF/Mythal proc or AA or Life). But death ward is still very usable in the interim.

- Honrifics are BIS boots if you can wear them (90%SD with 5x lodestone, but losing 12-16% due to lost jewel slots), Binding treads are next best +2 and 20% spell damage is ~28%spell damage, clockwork slippers has 2% more potentially but the ancillary benefits of +2 skills and the extra defence should be worth >2% spell damage.

- Best belt may be a craft: Can get +2 paladin +15% cold spell damage + up to 16% cold spell from shrine bonus. Ice lance proc may also be very good with all our cold spell damage. All for a small SF loss instead of lunar and you get some more MO space.


Ruubel wrote:W/o firedance buff
Lorekeeper
Lorekeeper
Light Gauntlets (Sacred)

Defense: (1018 - 1179) to (1159 - 1342)
Required Level: 80
Required Strength:
300
Item Level: 120
+3 to All Skills
20% Combat Speeds
+(5 to 10) to Firedance
+(90 to 120)% Enhanced Defense
Regenerate Mana +(40 to 60)%
Requirements -50%
Socketed (4)
are worse than honorcrafted and MO-d gloves. To beat honorcraft you need more or less perf rolled jewels.

In short, theris no hurry with gloves at the buildup stage. (
Robe of Steel
Robe of Steel
Full Plate Mail (Sacred)

Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength:
469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
is OTOH).


Correct, lorekeeper is only good for bosses.

Lamha seem the best gloves by a margin.

Robe of steel is probably better than Icetomb in end game, the small damage loss is probably worth the utility of more jewel slots not needing SF.
Edited by Enigma 4 days.
Ruubel
Djinn
532 | 9
A quick overview about
Astral Blade
Astral Blade
Long Sword (Sacred)

One-Hand Damage: 45 to 48
Required Level: 100
Required Strength: 540
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+1 Hunting Banshee/Ember Spirit Projectile
8% Chance to cast level 13 Mythal on Melee Attack
15% Chance to cast level 60 Ember Spirit on Melee Attack
15% Chance to cast level 60 Hunting Banshee on Melee Attack
+(100 to 125) Spell Focus
100% Attack Speed
+(20 to 25)% to Fire Spell Damage
-(15 to 20)% to Enemy Fire Resistance
+(20 to 25)% to Cold Spell Damage
-(15 to 20)% to Enemy Cold Resistance
Socketed (6)
and
Vortex

Vortex
Paladin Shields

'ZurBurFul'
Runeword Level: 115
Allows an additional Slayer
+(1 to 2) to Paladin Skill Levels
+50% to Spell Damage
-(10 to 15)% to Enemy Lightning Resistance
Slows Attacker by 15%
+(141 to 171)% Enhanced Defense
Regenerate Mana +10%
Maximum Lightning Resist +2%
Lightning Resist +(25 to 30)%
Physical Resist 5%
combo. Pros and cons, observation at scosglen and some boss runs .

Pros:
1. AMAZING boss killer, kills multiple times faster, than
Skylord



Skylord
Paladin Spears

'ArcXethGlaMal'
Runeword Level: 100
Lemures Explosion Range Increased by 75%
+(8 to 10) to Paladin Skill Levels
+(10 to 15)% Bonus to Spell Focus
90% Attack Speed
(75 to 100)% Bonus to Attack Rating
+(40 to 60)% to Cold Spell Damage
(21 to 25)% to All Attributes
+(75 to 125) Mana on Melee Attack
+(100 to 150) Mana when Struck by an Enemy

2. It's a sword and sheld build, more def, blocks.
3. Can do astogha fast due to AMAZING procks - and procs are affected by spell damage and pierce, I'm hilighting it due to fact that for skylord build is astrogha troublesome, to put it mildly.
4. due to procs, there is no noticable difference with skylord "farming ability" ( you know, that jellow text at the skylord runeword spear)
5. There is no dropoff from toolitip lemures damage from switching skylord to this sword and shield combo.

NOW, before everyone throws away their skylords to this, lets speak about CONs, there are not many but remarkable.

1.-10. MANA ON ATTACK IS TRUE PAIN IN THE ASS! . It cripples your all sustainability on life on attack too. Mana leeching bosses and corrupted druids have a field day against of you. Mana/life on kill is a waste. For scosglen levels you need about 160 MoA to run it smoothly, and that means you have to replace/reroll your presumably well rolled jewels to MoA jewles. ( Mana on attack MO-s on astral blade are must ofc)
12.
Vortex

Vortex
Paladin Shields

'ZurBurFul'
Runeword Level: 115
Allows an additional Slayer
+(1 to 2) to Paladin Skill Levels
+50% to Spell Damage
-(10 to 15)% to Enemy Lightning Resistance
Slows Attacker by 15%
+(141 to 171)% Enhanced Defense
Regenerate Mana +10%
Maximum Lightning Resist +2%
Lightning Resist +(25 to 30)%
Physical Resist 5%
is HELLUVA EXPENSIVE ! On the other hand I farmed bur and zur at scosglen solo, its possible.
13. your precious attack rating drops from 52ish K to somewhere 45K and that means more mana expensive missed swings - it was noticeable

So in conclusion - in term of efficency , effort, unless you REALLY want to kill some bosses remarkably faster, there is no point to abandon skylord.
( by making vortex shield I kept in mind unholy caster build too).
Siosilvar
Avalanche
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Ruubel wrote:A quick overview about
Astral Blade
Astral Blade
Long Sword (Sacred)

One-Hand Damage: 45 to 48
Required Level: 100
Required Strength: 540
Item Level: 120
Strength Damage Bonus: (0.11 per Strength)%
+1 Hunting Banshee/Ember Spirit Projectile
8% Chance to cast level 13 Mythal on Melee Attack
15% Chance to cast level 60 Ember Spirit on Melee Attack
15% Chance to cast level 60 Hunting Banshee on Melee Attack
+(100 to 125) Spell Focus
100% Attack Speed
+(20 to 25)% to Fire Spell Damage
-(15 to 20)% to Enemy Fire Resistance
+(20 to 25)% to Cold Spell Damage
-(15 to 20)% to Enemy Cold Resistance
Socketed (6)
and
Vortex

Vortex
Paladin Shields

'ZurBurFul'
Runeword Level: 115
Allows an additional Slayer
+(1 to 2) to Paladin Skill Levels
+50% to Spell Damage
-(10 to 15)% to Enemy Lightning Resistance
Slows Attacker by 15%
+(141 to 171)% Enhanced Defense
Regenerate Mana +10%
Maximum Lightning Resist +2%
Lightning Resist +(25 to 30)%
Physical Resist 5%
combo. Pros and cons, observation at scosglen and some boss runs .
[...]
So in conclusion - in term of efficency , effort, unless you REALLY want to kill some bosses remarkably faster, there is no point to abandon skylord.
( by making vortex shield I kept in mind unholy caster build too).


This is about what I had figured. Thanks for trying it out!
jaquiow
Dark Huntress
13 | 0
I'd like to add a suggestion that somewhere before making the runeword, the R.I.P. modifier be added to the weapon beforehand. This has saved me some time in some areas of the game where things either get reanimated, or exploded under me, and also reduced screen clutter as well. I haven't gotten to Tur Dulra to see if this works on those annoying little bugs but i hope to find out eventually, and i have a feeling it'll do just fine there as well.
Siosilvar
Avalanche
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Interesting discussions on Discord this morning. Abandoned craft armor might be the way to go for tier 7+ labyrinth to hit 120k AR, and what you save in other sources of AR would become weapon UMOs, better jewel affixes, and saving base dex points for more vita.

And there may not be a cap on curse length reduction - so if you can get that above 100%, you might be able to skip the 10 overcapped phys resist in labs as well.

Not sure if I'm going to include these super endgame choices in the guide, but I figured that folks should know the latest theory.
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cnlnjzfjb
Djinn
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Abandoned craft armor? Cool to know that. I always thought
Robe of Steel
Robe of Steel
Full Plate Mail (Sacred)

Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength:
469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
was the best in slot in general for labs.(if no Natalya's Deception)
Since the damage and clearing speed for UMP is already low in labs, Im curious about whether it is worth it to abandon Robe of Steel for the AR.
As for the 10 PR curse, it is not that struggling to get 60 PR as a pal, I guess. But still cool to know about the cap of curse length reduction.
And in labs, I always used
Vizjerei Fury
Vizjerei Fury
Short Spear (Sacred)

Throw Damage: 69 to 80
One-Hand Damage: 45 to 50
Required Level: 100
Required Dexterity:
1386
Item Level: 120
Dexterity Damage Bonus: (0.11 per Dexterity)%
You may Only use Melee, Summon and Support Skills
25% Chance to cast level 60 Trinity Beam on Melee Attack
Ignore Target's Defense
-33% to Enemy Fire Resistance
-33% to Enemy Lightning Resistance
-33% to Enemy Cold Resistance
(20 to 25)% to Dexterity
(20 to 25)% to Vitality
Maximum Elemental Resists +2%
Physical Resist 10%
+(60 to 100) Life after each Kill
Requirements +200%
Socketed (3)
+
Wheel of Fortune
Wheel of Fortune
Large Shield (4)

Defense: 85 to 162
Chance to Block: Class%
Required Level: 4
Required Strength: 27
Required Dexterity: 45
Item Level: 6
+(21 to 30) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(6 to 10)%
Fire Absorb 1%
Lightning Absorb 1%
Cold Absorb 1%
(4 to 7)% Gold Find
(5 to 10)% Magic Find
Socketed (1)
Defense: 240 to 405
Chance to Block: Class%
Required Level: 21
Required Strength: 53
Required Dexterity: 67
Item Level: 25
+(31 to 40) to Vitality
Maximum Elemental Resists +1%
Elemental Resists +(11 to 20)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(9 to 12)% Gold Find
(11 to 20)% Magic Find
Socketed (3)
Defense: 501 to 817
Chance to Block: Class%
Required Level: 39
Required Strength: 184
Required Dexterity: 139
Item Level: 46
+(41 to 50) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(21 to 30)%
Fire Absorb 2%
Lightning Absorb 2%
Cold Absorb 2%
(14 to 17)% Gold Find
(21 to 30)% Magic Find
Socketed (4)
Defense: 684 to 1113
Chance to Block: Class%
Required Level: 48
Required Strength: 368
Required Dexterity: 288
Item Level: 80
+(51 to 60) to Vitality
Maximum Elemental Resists +2%
Elemental Resists +(31 to 40)%
Fire Absorb 3%
Lightning Absorb 3%
Cold Absorb 3%
(17 to 19)% Gold Find
(31 to 40)% Magic Find
Socketed (4)
combo. I think that will beat Astral Blade and Vortex in labs.
SuperCoolGeezer
Acid Prince
48 | 3
Siosilvar wrote:Interesting discussions on Discord this morning. Abandoned craft armor might be the way to go for tier 7+ labyrinth to hit 120k AR, and what you save in other sources of AR would become weapon UMOs, better jewel affixes, and saving base dex points for more vita.

And there may not be a cap on curse length reduction - so if you can get that above 100%, you might be able to skip the 10 overcapped phys resist in labs as well.

Not sure if I'm going to include these super endgame choices in the guide, but I figured that folks should know the latest theory.


To add, I took some notes. There is some redundant information. This is a draft and a lot of theory-craft, based on playing Lemures this season). Hopefully it helps; and at the minimum, saves you time and resources. Here goes:

Preface Notes:
    8-) This is for end-game labbing only (T7+)
    8-) Some setups require more to swap into non-lab, farming gear (damage-centric)
    8-) Attack Rating (AR) is an issue (if hits don't connect = no life, no mana sustain)
    8-) At lvl 144-146, minimum AR goal (for me) is 120-130K to ensure good hit chance on Phoboss and other mini-bosses (I will attach more information in a future comment elaborating about this)
    8-) %AR jewels are much more annoying to roll due to the ranges (31-50%). Depending on needs, at this stage, you will be min-maxing so 46%+ AR, SF, CSD, +other (+life, +res, +dex, +vit) is the goal. This felt much more difficult than rolling SF, CSD, + %vit/AA, +other (+life, +res, +dex, +vit)
    8-) Gear combinations must include: cannot be frozen, 10% physical resistance (phys res) for overcapping (after
    Tran Athulua Trophy
    Tran Athulua Trophy
    Cube with the Sunstone of the Gods to Add Bonus
    Physical Resist 5%
    - Askari Valor -
    and max blessed life skill)
    8-) Helm (
    Endless Pride
    Endless Pride
    Cap (Sacred)

    Defense: 1187 to 1201
    Required Level: 120
    Required Strength: 500
    Item Level: 130
    Restitution
    (Based on Restore Percentage)
    +2 to All Skills
    Total Character Defense +50%
    Maximum Elemental Resists +3%
    Cube with Trophy Fragment: Restore +20%
    +4 to Life (Based on Character Level)
    +2 to Mana (Based on Character Level)
    Elemental Resists +10%
    (1 to 50)% Magic Find
    Socketed (4)
    ), Boots (honorific UMO project /
    Binding Treads
    Binding Treads
    Light Plated Boots (Sacred)

    Defense: (2224 - 2538) to (3909 - 4256)
    Required Level: 100
    Required Strength: 625
    Item Level: 105
    +100% Duration to Solar Flare
    +(1 to 2) to Paladin Skill Levels
    (10 to 50)% Movement Speed
    25% Hit Recovery
    5% Life stolen per Hit
    +(5 to 20)% to Spell Damage
    +(120 to 160)% Enhanced Defense
    +(500 to 2000) Defense
    Socketed (4)
    ), rings (GG Rare Cold Rings with 5x
    Heart of Frost
    Heart of Frost
    Mystic Orb

    Right-Click to Apply
    +5% to Cold Spell Damage
    Enhanced Weapon Damage +9%
    +3% to Summoned Minion Damage
    +10 Required Level
    ), and gloves (
    Lamha Na Draoithe
    Lamha Na Draoithe
    Gauntlets (Sacred)

    Defense: (1339 - 1506) to (1567 - 1763)
    Required Level: 100
    Required Strength: 625
    Item Level: 120
    +2 to All Skills
    +150 Spell Focus
    30% Cast Speed
    +(16 to 20)% to Spell Damage
    +(140 to 170)% Enhanced Defense
    +75 to Strength
    -100 to Life
    Elemental Resists +15%
    Socketed (4)
    ) were not included as the BIS are hard to beat
    8-)
    Arkenstone
    Arkenstone
    Jewel

    Required Level: 100
    Item Level: 120
    Can be Inserted into Socketed Items
    +10 Life Regenerated per Second
    Physical Resist 1%
    Cannot Be Frozen
    / relics (
    Relic (Ice Bolt Nova)
    Relic
    Required Level: 75
    +(8 to 15) to Ice Bolt Nova
    Maximum Cold Resist +1%
    Cold Resist +30%
    Cannot Be Frozen
    ) are not included in this.
    8-) Perfect gems favored over
    Zann Esu's Stone
    Zann Esu's Stone
    Jewel

    Required Level: 100
    Item Level: 115
    Can be Inserted into Socketed Items
    5% Cast Speed
    +3% to Spell Damage
    Maximum [Random Elemental] Resist +1%
    to balance stacked resistances (Surprisingly, difficult at end-game).
    8-) Please point out any incorrect information, thanks.


Potential Armor Setup Combinations for Lemures (main gear function in parentheses):

TLDR:
► Show Spoiler


1.
Robe of Steel
Robe of Steel
Full Plate Mail (Sacred)

Defense: (6692 - 7471) to (8202 - 9156)
Required Level: 100
Required Strength:
469
Item Level: 105
+(11 to 20)% Bonus to Spell Focus
25% Cast Speed
+(21 to 30)% to Spell Damage
+(115 to 140)% Enhanced Defense
+100 to Strength
+100 to Energy
Elemental Resists +20%
+250 Life after each Demon Kill
50% Bonus to Defense
Requirements -33%
Socketed (6)
(Spell Focus Booster) +
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
(Phys Res) +
Athulua's Oracle
Athulua's Oracle
Amulet

Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(%AR, Cannot be Frozen):

Summary: Cheap and solid, especially early; but may lose value later. Easy to obtain but a little harder to roll well on robe
► Show Spoiler


2.
Natalya's Deception
Natalya's Deception
Quilted Armor (Sacred)

Defense: 2263 to 2331
Required Level: 80
Required Strength: 500
Item Level: 120
Orb Effects Applied to this Item are Quadrupled
Socketed (6)
(Customizable) +
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
(Phys res) +
Athulua's Oracle
Athulua's Oracle
Amulet

Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(%AR, Cannot be Frozen):

Summary: Might be BIS. High potential. Most expensive. Highly customizable (Damage or Survivial)
► Show Spoiler


3. Natasha's Legacy Ornate Plate (+MR, Phys Res) +
Lunar Eclipse
Lunar Eclipse
Light Belt (Sacred)

Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
(Damage) +
Athulua's Oracle
Athulua's Oracle
Amulet

Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(%AR, Cannot be Frozen):

Summary: Extremely difficult to roll well and unsure if there is any net value.
► Show Spoiler


4. Abandon Crafted Body Armor with Abandon Bless (%AR, Dex, +other) +
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
(Phys Res) +
Athulua's Oracle
Athulua's Oracle
Amulet

Required Level: 60
Item Level: 60
+(1 to 2) to All Skills
40% Attack Speed
(150 to 250)% Bonus to Attack Rating
Cannot Be Frozen
(%AR, Cannot be Frozen):

Summary: Might be BIS. High potential.
► Show Spoiler


5.
Alchemist Apron
Alchemist Apron
Scale Mail (Sacred)

Defense: 4960 to 5538
Required Level: 100
Required Strength: 575
Item Level: 105
1% Chance to cast level 50 Cluster Bomb on Death Blow
+(10 to 30)% to Spell Damage
+(15 to 20) to Powder Keg
+100% Enhanced Defense
Elemental Resists +10%
Poison Length Reduced by 75%
Physical Resist (1 to 10)%
Cannot Be Frozen
Socketed (6)
(Phys res, Cannot be Frozen) +
Lunar Eclipse
Lunar Eclipse
Light Belt (Sacred)

Defense: (2091 - 2422) to (2171 - 2514)
Required Level: 100
Required Strength: 550
Item Level: 120
+2 to All Skills
+(51 to 60) Spell Focus
25% Cast Speed
30% Hit Recovery
+(10 to 15)% to Spell Damage
+(90 to 120)% Enhanced Defense
+(40 to 50) to Energy
+100 to Life
Elemental Resists +15%
+5 to Light Radius
Socketed (2)
(Damage) + Rare Cold Amulet (Damage)

Summary: All-rounder but hard to obtain. (See NOTE below for comparison)
► Show Spoiler


6.
Icetomb
Icetomb
Field Plate (Sacred)

Defense: (5937 - 7017) to (7053 - 8335)
Required Level: 100
Required Strength: 625
Item Level: 105
+(1 to 2) to All Skills
+50 Spell Focus
+(20 to 30)% to Cold Spell Damage
-(20 to 25)% to Enemy Cold Resistance
+(120 to 160)% Enhanced Defense
+(31 to 40) to all Attributes
(11 to 15)% to Strength
Maximum Fire Resist -1%
Cannot Be Frozen
Socketed (6)
(Damage, Cannot be Frozen) +
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)

Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
(Phys Res) + Rare Cold Amulet (Damage)

Summary: All rounder and easy to obtain (See NOTE below for comparison)
► Show Spoiler


NOTE: 5 and 6 are interchangeable and very similar:
► Show Spoiler


Credits: Rhys (Enigma) (Equanimity), Siosilvar, Midknight, and many more
Enigma
Monkey King
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Siosilvar wrote:Interesting discussions on Discord this morning. Abandoned craft armor might be the way to go for tier 7+ labyrinth to hit 120k AR, and what you save in other sources of AR would become weapon UMOs, better jewel affixes, and saving base dex points for more vita.

And there may not be a cap on curse length reduction - so if you can get that above 100%, you might be able to skip the 10 overcapped phys resist in labs as well.

Not sure if I'm going to include these super endgame choices in the guide, but I figured that folks should know the latest theory.


Following up from all our discord chats. I'm currently in Lab 10; competitive but I haven't been able to kill T10 phoboss yet), everyone else is cake. I plan to play it next season if UHM get's a buff and maybe without it.

Ar 110k (Ilvl1 dex craft), 10-12k lemures +astral procs, 22k life, ~80k def, Grim presence base 25, ~2500 loma, 100 move speed, 1000sf



Astral blade
Crafted Bear stance shield (easily corruptible)
2x Empy glory with 20% move speed corruption.
+3 skill, 10%sd, 43 sf rare amulet (trash).
Hono boots 4x auriels, sf, csd, 3x farnhams (unblessed; still testing)
Hono belt 4x auriel, csd, 3xfarns, 1x periapt (abandon bless)
Lamha
Ilvl1 abandon craft armor with 5x abandon bless
Endless pride
Fire dance relic for extra dps on bosses but it isn't necessary for anything short of phoboss

4%csd +sf jewels: Best secondary mod is %vita, followed by AR% or life

The biggest limiting factor imo is movement speed. It is critical to sustainability both in that more MS = more farnhams AND time spent moving between mobs after you kill one is time spent not leeching life.

Spell damage is easy to come by (I have around 550% without focussing too much on it and with 12 pgems)