Updated for Patch 3.25
The Best Crafty Guides by Odealo
Guide notes |
September 29, 2024 -Build created |
Build Overview | |||
Tags: [CASTER] [ELEMENTAL] [LIFE] | |||
Budget: Defenses: |
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Boss DPS: AoE: |
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Reap is a simple Physical Spell. It has a unique Blood Charge gimmick that just grants more damage and increases Life Cost during prolonged boss fights, and a DoT component, but what we're interested in is its potential to overlap scythes for a massive damage boost against single targets. With Spell Cascade and increased AoE, you will hit the same enemy 4 times per cast, given you're aiming at the enemy. For the same reason, Spell Cascade is also used in Storm Call or Absolution of Inspiring builds. Here, since Reap is a Physical Spell, we can benefit from bonuses to Elemental Damage sourced from Physical Damage, the best examples of which are Hatred Aura, Added Fire Damage Support, and Herald of Ash. The only obstacle is Damage Conversion, but that is done with a pair of Rare Gloves and a Watcher's Eye.
Reap costs no Mana but Life, which is a great feature since we can now link all of our other Skills to Lifetap Support Gems and Reserve exactly all of the Mana to never worry about it again. However, it requires good Life Recovery, as the cost of Reap can grow to around 1000 Life Cost per second; a simple Consecrated Ground and Vitality should be enough to sustain this life drain. If not, get some additional Life Recovery from Rare Items. Consecrated Ground is sourced from Inquisitor's Sanctuary and Pious Path, which also works on Energy Shield which you have around 1000 of. Your other passives from this tree are Righteous Providence and Inevitable Judgement for Crit Chance and to ignore Elemental Resistances of your opponents.
The build is extremely tanky. It has all the Elemental Resistances capped at 90%, so taking advantage of Righteous Fire's Spell Damage bonus is advised. The Physical Damage taken is also reduced due to permanent Endurance Charges and Lightning Coil, which shifts Physical Damage to be taken as Lightning. Frost Shield and Flesh and Stone reduce the damage you take too. Another (thick) defensive layer is capped & lucky chance to Block Attacks and Spells thanks to Svalinn. It all makes this build very durable against Hits, but heavy DoT is still an issue that you should avoid at all costs.
You can also check our other Path of Exile builds right over here Odealo's Crafty Guides - Full List
Use Reap against all types of enemies. Be precise when targeting bosses to shotgun them with scythes. Turn your RF on for a Spell Damage bonus. Shield Charge is the best movement ability, but you can supplement it with Frosblink of Wintry Blast. Before boss fights, cast Assassin's Mark on them. Frost Shield and Steelskin should be activated Automatically if socketed in Svalinn. Your passive skills are Hatred, Purity of Lightning, Herald of Ash, Vitality, and maybe Precision.
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PROS |
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CONS |
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Templar specializes in Elemental Damage, so starting with a Physical Spell before you're able to fully Convert it is not ideal. We recommend following the Templar Leveling Guide for PoE using Lightning Spells. You can switch to Reap after acquiring the Awakened Spell Cascade Support Gem and being able to Convert all the Physical Damage. The build can be good with just the regular Spell Cascade but we doubt it will be any better than other Spells you can just replace Reap with.
Bandits:
you should kill all three Bandits for two additional Skill Points
Final Skill Tree:
100 Points Final Skill Tree (doesn't include Unique or Cluster Jewels)
122 Points Path of Building (PoB) link
Ascendancy points:
Preferably in that order:
Pantheon:
Major God: Soul of Solaris: 6% additional Physical Damage Reduction while there is only one nearby Enemy; 20% chance to take 50% less Area Damage from Hits
Minor God: Soul of Tukohama: 3% additional Physical Damage Reduction per second you've been stationary, up to a maximum of 9%
[DPS] Reap setup | |
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Vaal Reap - A simple Area Spell that deals Physical Damage and Physical DoT. It costs Life instead of Mana, and over time this cost grows significantly, forcing you to have a decent Life Recovery. Use the Vaal version since it's available. |
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Spell Echo Support - The Spell repeats additional time with much higher Cast Speed, but lower damage. |
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Spell Cascade Support - You want the awakened version. After increasing your AoE, the scythes will overlap in the middle which "shotguns" the enemy. |
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Added Fire Damage Support - Adds Fire Damage based on the Physical Damage of the Spell. |
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Power Charge on Critical Support - Used to get more Spell Damage per Power Charge. |
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Empower Support - Increases the Gem Level of Reap which results in more damage. |
[UTILITY] Mana Reservation setup socketed in an item with +1 to socketed Skill Gems |
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Hatred - Adds Cold Damage sourced from Physical Damage. It also grants more Cold Damage. |
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Herald of Ash - Adds Fire Damage sourced from Physical Damage, and deals Fire DoT around the enemies you slay. |
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Purity of Lightning - To cap your Resistances at 90%, use Purity of Lightning. It has to have Gem Level 23. Get a Gem with level 21, then increase it by 2 with local or global modifiers to Gem Levels. |
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Enlighten Support - Linked Spells Reserve less Mana. |
[UTILITY] CwDT setup | |
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More Duration Support - Linked Duration Spells last longer. If you're worried about your Mana, replace it with ![]() |
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Frost Shield - Drains your Energy Shield to fuel a protective barrier that causes you to take less damage and gain a bonus Critical Strike Chance. |
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Steelskin - Makes you take less damage and stops Bleeding. |
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Cast when Damage Taken Support - Linked Spells are Triggered automatically as you receive enough damage. If you want to cast them more often, just omit this Support Gem and socket the three remaining Gems in Svalinn. |
[UTILITY] Various Gems | |
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Frostblink of Wintry Blast - A secondary movement ability to quickly teleport around. |
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Assassin's Mark - Increases Critical Strike Chance and Damage against Marked enemy. |
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Lifetap Support - Linked Skills cost Life but no Mana, which you don't have a lot of. |
[UTILITY] Life Reservation setup | |
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Vitality - Regenerates Life over time, which is required to sustain Righteous Fire. |
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Precision - It's used only to gain some additional Critical Strike Chance, so you may not need it at all. |
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Arrogance Support - Linked Skills Reserve Life instead of Mana. |
[MOBILITY] Shield Charge setup | |
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Shield Charge - Shield Charge causes you to move faster in a straight line. |
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Faster Attack Support - You will move with greater haste if you increase the Attack Speed of Shield Charge. |
[UTILITY] Various Gems | |
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Flesh and Stone - Stay in the Sand Stance, since all your Physical Damage is Converted to Elemental, to take less damage. You can replace it with ![]() |
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Vaal Righteous Fire - If your Fire Resistance and Life Regeneration are good enough, you will be able to sustain regular RF, which grants much more Spell Damage; otherwise, use Vaal RF for a brief moment only. |
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The most important part of gearing up is Converting all of your Physical Damage to Elemental, because with Inevitable Judgement your Elemental Damage ignores Resistances. That is if you have a 100% Critical Strike Chance, which you probably will, it's not hard to reach it with enough Strength and Intelligence, which can be found nearly everywhere. We've included Mageblood as one of the core items, but it's not mandatory, it's just extremely effective at combating the downsides of Melding of the Flesh. It makes capping Resistances easy, even as you use a lot of Unique Items. Some of them are very cheap and that's a great opportunity to look for a suitable Corrupted Implicit. The most effective way to increase your Damage is to look for increases in Physical Damage, Spell Damage, and Critical Strike Multiplier. To make the character more durable, just get more Maximum Life. After capping your Elemental Resistances at 90% you're only worried about Physical Damage, but it's not as easy to get any meaningful amount of Armmour. Physical Damage Reduction from Endurance Charges, Flesh and Stone, and redirection to Lightning from Lightning Coil should be enough to make the character tanky. Be sure that you have enough Dexterity, and that your Spell and Attack Block Chance is capped.
Our recommended items will:
Stat priorities on items:
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(350-400)% increased Evasion and Energy Shield +5% Chance to Block Spell Damage per Power Charge (3-5)% increased Elemental Damage per Power charge Gain a Power Charge every Second if you haven't lost Power Charges Recently Lose all Power Charges when you Block |
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Min. requirements: +1 Level of Physical Spell Skill Gems 90% increased Spell Damage increased Cast Speed Optional affixes: Global Critical Strike Chance Global Critical Strike Multiplier +1 Level of Spell Skill Gems |
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+(10-20) to maximum Life (10-15)% Chance to Block Spell Damage +(100-150) to Ward -10% to maximum Chance to Block Attack Damage -10% to maximum Chance to Block Spell Damage Chance to Block is Lucky Trigger a Socketed Elemental Spell on Block, with a 0.25 second Cooldown |
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Adds 1 to (20-30) Lightning Damage to Attacks (90-120)% increased Armour and Evasion +(60-80) to maximum Life -60% to Lightning Resistance 50% of Physical Damage from Hits taken as Lightning Damage |
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+(15-25)% to Cold Resistance +(15-25)% to Chaos Resistance Count as having maximum number of Endurance Charges Count as having maximum number of Frenzy Charges Count as having maximum number of Power Charges |
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Min. requirements: 70% of Physical Damage Converted to Elemental Damage (in total) 80 maximum Life Optional affixes: Chaos Resistance Dexterity |
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+(25-35) to Strength +(30-50) to Dexterity +(15-25)% to Fire Resistance +(15-25)% to Cold Resistance Magic Utility Flasks cannot be Used Leftmost (2-4) Magic Utility Flasks constantly apply their Flask Effects to you Magic Utility Flask Effects cannot be removed |
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Min. requirements: 120 maximum Life 80% Total Elemental Resistances Strength Optional affixes: Chaos Resistance Life Regeneration Flask Modifiers |
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+(16-24) to Dexterity and Intelligence (7-10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge (7-10)% increased Effect of Elusive on you per Power Charge (20-25)% chance to lose a Frenzy Charge when you use a Travel Skill (20-25)% chance to lose a Power Charge when you gain Elusive Your Maximum Frenzy Charges is equal to your Maximum Power Charges |
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Recommended Anointments: Infused |
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Min. requirements: 90 maximum Life Strength and Intelligence Optional affixes: +1 to Maximum Power Charges (Synthesised Implicit) Cast Speed Resistances |
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Recommended affixes: Added Passive Skills have 35% increased Effect Added Passive Skills also grant Maximum Life Added Passive Skills also grant Resisances Added Passive Skills also grant Strength or Intelligence Added Passive Skills also grant increased Casr Speed 1 Added Passive Skill is Arcane Heroism 1 Added Passive Skill is Conjured Wall 1 Added Passive Skill is Mage Hunter 1 Added Passive Skill is Essence Rush |
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Recommended affixes: 1 Added Passive Skill is Vast Power 1 Added Passive Skill is Towering Threat |
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Recommended affixes: increased maximum Life Critical Strike Multiplier for Physical Spells Block Chance Attributes Resistances |
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Carved to glorify (2000-10000) new faithful converted by High Templar (Avarius-Dominus-Maxarius) Passives in radius are Conquered by the Templars Historic <two random mods of devotion> |
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-(80-70)% to all Elemental Resistances Elemental Resistances are capped by your highest Maximum Elemental Resistance instead -(6-4)% to all maximum Elemental Resistances |
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Passive Skills in Radius also grant 6% increased Physical Damage | |
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Allocated Small Passive Skills in Radius grant nothing Grants all bonuses of Unallocated Small Passive Skills in Radius |
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Gain (6-10)% of Fire Damage as Extra Chaos Damage Passives granting Fire Resistance or all Elemental Resistances in Radius also grant Chance to Block Attack Damage at 50% of its value |
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Allocates <Random Ascendancy Notable> if you have the matching modifier on Forbidden Flesh Allocates <Random Ascendancy Notable> if you have the matching modifier on Forbidden Flame |
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(4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana <Two or Three random aura modifiers> |
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+35% to Chaos Resistance (20-10)% reduced Charges per use (-35-35)% increased Duration When Hit during effect, 25% of Life loss from Damage taken occurs over 4 seconds instead |
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Other suggested Flasks (for the Mageblood setup):
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If you have any other build requests please leave them in the comments below. We are always open to suggestions and constructive feedback.
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