Kinetic Fusillade
Firstly, read the Skill Gem from top to bottom.
This Skill has a very unique function that makes it unlike other skills, and it's important to understand the following points to get the rapid-fire feeling without the delay
Early Kinetic Fusillade
Early on, do not worry about the Gattling Gun feel of Kinetic Fusillade - just stack as much Attack Speed, Reduced Skill Effect Duration and Projectiles (up to a max of either 6 or 12). You shouldn't be concerned with Attack Speed caps like you will need to after transitioning to the next version of the build
Gattling Gun Mode
The main thing is to have your Attack Speed SLOWER than your Duration on the Skill. Once you have the minigun version and start adding more projectiles, there's some complex maths that is involved in making sure you're firing off the maximum number of projectiles without dropping any additional projectiles per attack. Nemrod has created some documents to help with this:
You might need to remove some Attack Speed from your gear to balance this out. It's much easier to lower your Attack Speed than it is to get more Reduced Duration, so unspeccing nodes like
Wandslinger and taking the left path of the
Disintegration wheel instead of the right can help lower it further. Try to not have #% increased Attack Speed on your Wand if you're really struggling to reduce your Attack Speed
Additional Projectiles
Adding additional Projectiles will cause KF to produce additional projectiles per Attack. Before getting the "minigun" feel of the skill, this will mean you need to perform fewer Attacks to get to max projectiles before releasing. After getting the minigun version, you will fire off as many projectiles as you generate per attack without waiting for the maximum. This is important to understand because the more projectiles we fire, the more #% More damage we get for additional projectiles (read the Skill Gem)
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How to Adjust Attack Speed
To lower Attack Speed
- Path on the left side of the Wand wheel, instead of the right, at the top of the Tree that contains
Fusillade and
Disintegration - Remove the
Wandslinger wheel - Get a
Timeclasp and
Warped Timepiece with the lowest possible Reduced Skill Effect Duration, but also very low increased Attack Speed - Make sure your Wand doesn't have any Attack Speed on it (this will massively increase your Attacks per Second)
- Allocate the
Depth Perception wheel instead of
Acuity - Don't add quality to Lightning Golem, or lower the level of Lightning Golem
- Remove
Blood Rage if you are still using it for some reason - Remove sources of Frenzy Charges
- Remove sources of Onslaught such as with a
Silver Flask
To increase Attack Speed
In order to increase your Attack Speed, just do the opposite of the above (except make sure that your Timeclasp and Warped Timepiece still have the lowest possible Reduced Skill Effect Duration). Other suggestions
- Add Speed Quality to Warped Timepiece with Accelerating Catalysts (or Abrasive if you are playing SSF and don't have enough Accelerating)
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12 Projectiles vs 8 Projectiles
Early on, you'll likely be running 7 or 8 Projectiles, with Multishot on the tree, the Wand Mastery, the Skill's base Projectile and then either Greater Volley or Awakened Greater Multiple Projectiles. This is fairly normal before acquiring low enough Skill Effect Duration before adding in 11/12 with (Awakened) Greater Multiple Projectiles
However, once you are more geared up, it is worth checking in your PoB whether or not you could gain more damage by instead running 8 Projectiles with higher Attack Speed by dropping Greater Volley and instead swapping in something like Awakened Elemental Damage with Attacks or Sacred Wisps. Because you're running fewer Projectiles, you can push your APS higher without crossing the cap, which could mean higher damage. I'm not 100% sure when this breakpoint occurs, but it's worth checking occasionally after making major upgrades. This will mean that you need to configure your PoB correctly, which I will explain in the section below
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PoB Configuration
Make sure your PoB is updated to the latest version that includes updates to Kinetic Fusillade damage scaling. This makes it easier to setup
It's hard to see how much damage you're dealing with Kinetic Fusillade if you haven't configured your PoB correctly. Here's how to do it:
Skills Section
- In the Skills section, click Kinetic Fusillade and at the top click "Include in Full DPS"
In the same section, to the right of Kinetic Fusillade, select the number of Projectiles you have in the "Count" box WE NO LONGER NEED TO DO THIS WITH THE LATEST POB UPDATE
Configuration Section
1. Simulating the More Damage per Previous Projectile in Sequence needs to be done manually. NOT ANYMORE
2. Turn on any consistent buffs you might have such as:
- Power Charges, Frenzy Charges, Endurance Charges, assuming you have the latter two from the Tree/Body Armour Implicit respectively
- Rage to 30
- Is the Enemy Shocked? - Yes
- Is the Enemy Chilled? - Yes
- Is the Enemy Ignited? Only Yes if you're using Shaper of Flames or have Fire Damage on your character with 100% Crit Chance
- Set Resonance to 50
- Is the Enemy Exposed to Lightning - set to Yes if you have this mod on your Gloves
- Have you Killed/Shocked Recently? Can be set to Yes to simulate Mapping
3. Conditional Buffs
These are temporary boosts to your character's damage and defences that you can turn on to check your burst damage or damage/defence while Flasks are up:
- Turn on Flasks - these will be up consistently for Mapping
- Sigil of Power - you can set this to 4 to see the DPS/EHP increase, but it's unrealistic to leave it on
- Enable Wrath Aura from Summon Lightning Golem: can check to be On to see the increase. He will be in your presence most of the time, but not 100% of the time
Grafts
In the Custom Modifiers section of the Configuration Tab, you can add modifiers to simulate the bonuses from your Grafts
- Adds 18 to 279 Lightning damage (based on the amount granted by Wreathed in Light from your Storming Esh Graft)
- 30% more maximum attack damage (based on the Level of your Overcharged Sinews from your Jolting Eshgraft)
- Your Damage with Hits is lucky (simulates standing in Radiant ground from Wreathed in Light)
- 60% increased Critical Strike Chance (based on if your Jolt grants Critical Strike Chance from the modifiers on your Jolting Eshgraft)
- 10% more damage taken (simulates having 10 Jolt Stacks from your Jolting Eshgraft
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Crafting Guides
I've created a series of Trees useful for creating items for this build:
Boots coming soon
Cluster Jewels
You do not need the EXACT Cluster Jewel that I am using in this build. What is most important is to make sure the desired Notable isn't at the back, forcing you to waste additional points to allocate it.
You can use a site like https://theodorejbieber.github.io/PoEClusterJewelCalculator/ to check which combination of Notables can be used together to make sure the desired Notable isn't at the back
- Lightning Damage Large Cluster: Important Notable is Stormdrinker. These can usually just be bought fairly cheaply on the Trade Site or Alt/Aug/Regalled in SSF
- Attack Damage while While Holding a Shield Large Cluster: Important Notable is Prodigious Defence. I crafted this one with Lucent + Serrated Fossils and just happened to hit Devastator, which isn't needed for the build
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Map Regexes
Here are some suggested Regexes for your Maps. I recommend you adjust these slightly depending your character. You can make one yourself on poe.re or adjust them according to your specific build
- Early Maps: "!efl|eec|gen|o al"
- Once You Have High Block Chance: "!efl|eec|ur$|gen|o al"
- T17 Maps: "!s refl|eec|o al|'v|ur$|gen|efe|net"
These can and should be adjusted based on your gear and depending on what you feel you are struggling with. For example, Volatile Cores or Meteors can be frustrating for some players, so you can add those in to prevent rolling Maps with those modifiers.
For "Monsters have a Chance to Block", you can allocate the Attack Mastery in Multishot to prevent monsters from Blocking