The Wanderer - Channeled Skills while Auto-Walking

Target Build:

  • Auto Wandering Spirits
  • Auto Drain Life
  • Auto Death Seal
  • Perma Reaper Form
  • Perma DoT Bone Curse
  • No Hit

The Wanderer

  • While your automatic walk is active, your channelled skills are automatically channeled at your location for their double resource cost.
  • Channeled skills allow the regen of any resource while channeling.

Cursing-Sealing Spirits

  • When passing through an uncursed enemy, Wandering Spirits applies your equipped Bone Curse and triggers your equipped Death Seal if Death Seal is off cooldown.
  • Bone Curse applied this way now deals damage over time.

Synergies (nodes):

  • Song of the Lost Chantry is auto channeled at your location while auto-walking (passive)
  • Drain Life is auto channeled at your location while auto-walking (passive)
  • Drain Life / Blood Pact to avoid Mana drain (consumes Life instead of Mana)
  • Drain Life now allows the character to regens its Mana
  • Drain Life / Eternal Servitude creates more Wandering Spirits
    // Condition: Wandering Spirits is placed before Drain Life in the skill bar
  • Drain Life / Condemnation triggers Wandering Spirits / Reap the Damned / Damned (+60% Dmg)
  • Bone Curse triggers Wandering Spirits / Reap the Damned / Curse (Another +60% Dmg)
  • Wandering Spirits passthrough triggers Bone Curse (passive)
    • Misery (Physical → Necrotic)
    • Oppressive Gaze (Single target, Permanent, -25% Resistances, +40% Dmg)
      // Single target is OK as every Spirit is a vector for Bone Curse
      // Permanent ensures consistent damage over time and synergizes with Wandering Spirits / Reap the Damned / Curse
    • Illusion of Pain (Always Crit, +150% Dmg, Falls after 1 hit)
      // Falls after 1 hit: Never happens as the player never hits (The player auto walks, never uses Reap, and none of its other skills is a hit)
  • Wandering Spirits passthrough triggers Death Seal (passive)
  • Death Seal / Entreat the Damned makes Wandering Spirits last longer
  • Death Seal / Soul Stability prevents Drain Life / Blood Pact to drain your Life
  • Death Seal / Flesh Pact ensures no Death wave is released (no hit)
  • Drain Life + Reaper Form = Perma Reaper Form

Hungering Souls = Bad

While the player might be tempted by Hungering Souls / Inspired Hunger, which increases by 40% the global damage over time, for example by autocasting Hungering Souls through Death Seal / Devouring Release, it is a bad idea.
Wandering Spirits is our first DoT effect.
Bone Curse is our second DoT effect (provided by the new Cursing-Sealing Spirits).
Bone Curse increases Wandering Spirits damage by 60% (>40% of Inspired Hunger).
Illusion of Pain greatly increases the damage of our DoT Bone Curse, and falls after one hit.
The best way to get a perma Bone Curse is to never hit.
Hungering Souls being a hit, it is a bad idea.
This is also why the Death Seal reactivation wave no longer hits (provided by the new Cursing-Sealing Spirits).

How this happen?

Where is the wandering spirits node, applying bone curse and death seal?

That’s what makes me feel that it’s a request rather than a build guide. Unless he’s not included certain uniques.

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Yes, it’s a feature request.

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