Low health Lich bd with very ridiculous damage / clear speed and good defence

I dont have any spec unique so it should be doable as SSF
But this bd base on least lv11 dead seal to get the damage. so maybe not good with fresh charactor , I suggest use bone curse(with bone prison/shattered prison)/sacrifice/summon skeleton(with all max number and immortal node)to level up and turn to this bd at lv40-lv50
Of course this bd still can be play in Lv4 dead seal to get auto-fire hungering soul with good single target damage , but I think low damage should not be this BD feeling lol

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I build defenses by 100 all res/60% damage reduction by endurence with 33% HP/800 armor ≈ 15% damage reduction/10 ward with crit(keep 300-1000 in reaper form and cant work in death seal) or 33% damage reduction with death seal

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I’m curious as to what “bd” means, since it doesn’t mean bladedancer.

I wonder if it means “build”, I’ve seen it in grim dawn forums also but never thought to ask lol

Can you upload your item filter?

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lol yes it is “build”. In China we use “bd” word

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I can’t edit my post so I paste the build intro at here

Intro

Hello everyone . I am imusiyus . And this is a guide to show how to build my low health lich character

So let us talk a little overview about this build.

This build get lots damage by when get into low health and transformed . The most damage increased by death seal get 66% more damage and 66% increased damage . Then bone curse and rip blood get 12% kill threshold and area of effect damage .

Defense build by 100 all resistance and a few armor to get 15% damage reduction . Then 10% damage reduction by bone armor by killing enemy . Because we use Death Seal with DEADLOCK to limit HP at 33% . We take 60% endurance and raise the endurance threshold up to 33% of max HP . And also we can get 33% damage reduction by Dead Seal with DEADLOCK .

Another thing is recovery . Not like other Build . In this Build I don’t want any stun avoid . Because I want use LICH passive tree volatile blood to tigger Wave of blood spell to make more hit and leech

And if you get T7 hungering soul helmet . I suggest you turn to fire damage type to get 50% more damage . That will make kill 100 level timeline boss in 10 second is possible.

First of all . This build don’t need spec unique equipment but need right affix to get enough skill point .

Second thing is please follow all my skill and passive tree set to get right . There is some mechanic is binding . Yes This build is not all-perfect . And you can change and improve this build , But if you don’t get all key point . It will lose some offence and defense ability or make this build not work.

Skill

I ususally used two set of my skill to boss or map clearing

Transplant/Reaper Form/Bone Curse/Death Seal/Rip Blood for monolith of fate

Summon skeleton/Reaper Form/Bone Curse/Death Seal/Hungering Soul for timeline boss

Transplant and Summon skeleton is not Specialized

Reaper Form

Reaper Form specialize most important node is get 50% critical damage multiple

Then get swift harbinger to reduce Reaper Form cooldown

Next is Blood tethers . This node use to work with volatile blood passive to get auto-counter spell to keep good health when you be hit

Dark harvest for get 18% kill threshold is important to kill timeline boss with one death seal

haunting for mark of death . With some trick we hit 10 times in 1 second so 5% is enough for most situation

Rip blood

Rip blood don’t need say too much . Rip sprit to change damage type to necrotic and very good visual

Blood catalyst for auto cast

And all blood splatter chance/blood splatter area

Because RIP blood use to against normal and elite mobs , we don’t need this can deal huge damage to boss , so blood splatter is just enough

Bone Curse

The most important spell to make all mechanic running.

First of all we get crimson enlighten to get ability that when Bone Curse fall-out it will trigger RIP Blood

Then ruptured corpse to make great mobs killing speed

With entreat the damned we can keep three minion in the whole game that very important with Hungering soul

Cursed limbs with Illusion of pain and crimson enlighten will work together to make multi bone curse and RIP blood to kill many mobs in 1 second

Hungering Soul

A wonderful single target destroyer . A monster spell can dealvery ridiculous damage to boss .

Take Isolation node get 100% more damage . Then Great Soul for another 100% more . Then Grave Bond for 60% more. Then unholy trinity for 150% more.

So we get 1600% more damage with this spell but will huge mana cost . So we don’t cost mana . Use Death seal to tigger this spell.

piecing gaze give lots of base critical chance and hungering eye for 60% critical damage multiple

With unread scroll offhand we can get 100% critical chance with hungering soul

Death Seal

Our shatter engine . Simple give we 66% more damage and 66% increased damage .

Get Insatiable Soul for 3 auto-hungering soul in 1 second.

Get deadlock to get 66% more damage and 66% increased damage and 33% damage reduction.

The Qucik and the Dead to get 8 second haste

Last 2 point you can decide to grim scale for 10% mana regeneration or corrupted consciousness to get 132% increased damage.

Item

I suggest use siphon of anguish ring and stymied fate boot , these can give lots damage/transplant cooldown and easy farm from corruption boss

Weapon choose any high spell base damage and increased critical damage multiple

off-hand is binding unread scroll to get 6% base critical damage chance .

Idol all we need is increased damage while transformed . and increased spell damage while at low health

Gambling engraved gauntlets and immortal plate to get 30% endurance

Then take resistance affix to get 100 all resistance . One T5 endurance for all 60% endurance.

I dont have any critical avoidance just because I am too lazy to replace my equipment . With set affix and resistance in pissive tree . There is enough room to get 100% critical avoidance

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There is a boss statter spec change if anyone interested
Change to this setting is not good as my first post build . In this build you will lose health very fast and feel few weak to be killed . But its the greatest boss killing machine I ever played . So I think it worth a shot .



I have 20% cast speed so this dps should be 427k/1.2=356k , and it auto cast three times in one second and manually cast 1.2 times in 1 second , so the true tooltips dps is 356k*(3+1.2)=1495k

Here is my build planner right now : Lich, Level 94 (LE Beta 0.8.2i) - Last Epoch Build Planner
I got a T7 hungering soul helmet so I change some skill point.
I remove all Volatile Blood in Lich tree and Crismon Gulottony , and throw the passive point to lose health such as Mind over body/Crippling Insight to make my health as low as possible . Make death seal give nearly 90% more and 150% increased damage in one spell so make it can kill empowered timeline boss fast as non-empowered

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You need to click on the link button to get a link to the build.

https://imgur.com/2Gx0szb

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Thanks for that pal . In China time is AM 0:40 and I feel already sleep front the monitor lol

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Thanks for sharing this build, I really want to try it out. Appreciate all of your effort.

The interaction between Illusion of Pain, Cursed Limbs and Crimson Enlightenment seems so weird but after understanding it it makes sense…

If you as a player hit the enemy during Cursed Limbs you just refresh the duration and Crimson obviously is triggered at the end of the duration.

But minions remove it on hit as they do not apply another curse (Cursed Limbs only works on you) but they remove the Curse because of Illusion of Pain triggering your Rip Blood Cast and applying the curse again.

Yeah that is an interesting interaction

Definitely a bug. But a fun one at that :slight_smile:

As far as I’m aware, the bug, if there is one, is that Rip Blood is cast when Bone Curse is “consumed” by 1 hit from a minion. When it was introduced, Crimson Enlightenment would only proc if Bone Curse timed out (lasted it’s full duration) but this changed somewhere around 0.7.9 & 0.7.10.

I would say it is based on the way ailments are checked resp. resolved. A Player hit during Limbs applies a new curse and thus replaces the oldest when the limit of ailments is reached (here limit of course is 1).

A minion hit in difference is his own action. After the hit ailments are resolved and removed thus triggering Rip Blood. Here are my notes and observations on this ionteraction:

Assumptions

  • Bone Curse:
    • Default Duration 8s
    • Tracks hits if Acute Infliction or Illusion of Pain is selected
  • Curses Limbs applies Bone Curse (no self-cast!)
  • Acute Infliction: Bone Curse removed after 4 hit
  • Illusion of Pain: Bone Curse removed after 4 hit; crit if applied by Bone Curse cast itself (probably not by trigger)

Observations

Illusion + Limbs + Crimson

  • Player
    • Bone Curse; no hit; Rip Blood after 8s
    • Bone Curse; hit after 6s triggers Rip Blood directly
    • Bone Curse; hit after 3s; Bone Curse crit on hit; Rip Blood after 11s
    • Bone Curse; hit after 1s and 3s; Bone Curse crit on first hit; Rip Blood after 11s
      • Additional hits within Limbs duration seem to get the default Bone Curse additional physical damage (no guaranteed crit)
  • Minion
    • Rip Blood with every minion hit
    • Crit seems to be not on each minion hit; More Rip Blood than yellow numbers

Limbs + Crimson and Acute Infliction

  • Player
    • Bone Curse; no hit; Rip Blood after 8s
    • Bone Curse; Hits during first 5s; Rip Blood proc after 13s
  • Minion
    • Rip Blood with every 4th minion hit

Hypothesis of Combat interaction

Player (Illusion + Limbs + Crimson)

  • Bone Curse cast
  • Player hit
    • Guaranteed crit procs; first curse is self cast; increase hit counter
    • Limbs active: New curse applied → limit reached → old curse replaced (developers exlained that always the oldest one is repalced) → hit counter 0 again but curse is not self-cast
  • Check ailments; Bone Curse still has not reached its hit limit → Bone Curse never fell off → No Rip Blood

Minion (Illusion + Limbs + Crimson)

  • Bone Curse cast from player
  • Minion hit
    • Guaranteed crit procs; first curse is self cast; increase Bone Curse hit counter
    • No new Curse applied on minion hit
  • Minion hit resolved
    • Checking ailments; Removing Bone Curse because hit limit was reached
  • Bone Curse fell off → Rip Blood triggered
  • Rip Blood cast by player
    • Apply Bone Curse (not self-cast)
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I agree with everything except this (though I agree that this is probably what’s happening), “bone curse falling off” is only supposed to be when it times out (duration expires), not when the number of hits reaches zero. IMO, this is the bug. Which is a pity since that’s what I wanted it to be like when it was released (though I didn’t use minions so maybe it did happen before).

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Did they mention it somewhere in the past?

If nobody had tried it with minions before it still would make sense. As the interaction relies on the fact that if you hit yourself you just refresh the debuff while a minion hit removes it first.

I believe they did say that “times out” = end of duration, but don’t ask me to find where that was…

After thinking about this last night and abusing testing this I arrived at the same conclusion.
Not a bug, but definitely a degenerate gameplay loop when you start introducing multiple minion hits from big necro armies.