So this build revolves around using
Beacon of Madness (Two-Toned Boots Evasion/Energy Shield), in order to get the mod "ALL Damage inflicts poison while affected by Glorious Madness" this mod combined with elementalist, golem stacking, herald stacking, is a very strong combination, because all our damage can ignite AND poison at the same time.
But Poison damage scales of chaos damage over time multiplier, and ignite off fire damage over time multiplier, so for us to benefit from both, we convert all our ignite damage from fire, to chaos, using
Blackflame, so that way we can only focus on generic damage over time multiplier and chaos damage over time multiplier.
Being an elementalist, we can stack golems, using
Liege of the Primordial, so we can negate A LOT of issues, like regen, mana regen, damage over time multiplier, defenses and so on.
We are using
Summon Chaos Golem for generic damage over time multiplier
Summon Stone Golem for regen
Summon Stone Golem of Hordes we use this guy to bum our golem numbers up to a max of 17
Summon Lightning Golem for some great mana regen and added lightning damage
Summon Flame Golem for generic damage increases
Shaper of Flames guarantees our ignites.
Shaper of Storms guarantees all our damage can shock, and while using
Reap and
Vaal Reap, they hit very hard, and we almost all the time guarantee a 40% shock on pinnacle bosses.
Bringer of Ruin increases our herald buff on us, and great reservation efficiency.
Because we are using
Farewell to Flesh, and we are using basically all heralds know to man like
Herald of Ash
Herald of Thunder
Herald of Agony
Herald of Purity we get massive damage increases.
Lost Unity is a great addition tot he build, granting us Herald of the Hive skill, kind of a pseudo RF, but better, and yes, another Herald skill.
The Dark Monarch (Summoned Golems) will be the helmet of choice, doubling our golem numbers, for more damage and more QOL.
And now the interesting part begins:
Beacon of Madness (Two-Toned Boots Evasion/Energy Shield) has a downside, it gives you a skill called Embrace Madness, which inflicts you with a debuff that lasts 20 seconds be default, there are 5 total debuffs that this item can inflict, and they stack up to 10 times, which is not good at all.
So we need a way to REDUCE debuff duration on us. Here comes
Stasis Prison, which has a mod that can reduce the duration of debuff duration on you by up to 100%, but that doesn't mean the defuffs will just not be applied, it will instead count down from 20 to 0 much faster, but even that is not enough, because we must hit certain breakpoints.
Glorious Madness causes you to gain a Touch debuff every 2 seconds, chosen randomly from a pool of 4. Each debuff can stack up to 10 times, lasts for 20 seconds, and refreshes the duration of existing stacks of that type when gained.
- Eroding Touch: You take 6% increased damage per stack.
- Paralysing Touch: You have 6% reduced action speed per stack.
- Diluting Touch: You have 9% reduced flask charges gained and 9% reduced flask effect per stack.
- Wasting Touch: You have 9% reduced life and energy shield recovery rate per stack.
Relevant breakpoints for faster debuff expiry rate:
- 150% (151%) -> >8s
- 233% (235%) -> >6s
- 400% (401%) -> >4s
- 900% (911%) -> >2s
We are aiming for the 235% breakpoint, so we take the de buffs down from 20 sec, to 6 sec, so how do we get there?
In my current form of the build I have the following:
Stasis Prison - 90%
Temporal Rift - 89% (we stack quaility on it, mine has a total of 89% quality, 23% from base corruption, 10% from the socket color, 32% from
Ashes of the Stars, 24% from
Enhance Support)
Soul of Arakaali - 20%
Runegraft of the Warp - 30%
Window of Opportunity -15%
If you are trying to replicate the build, please keep in mind the 235% breakpoint when buying a
Stasis Prison.











































