[3.3] TheAmigoShotz! -Lifebased Windripper Raider! Insane Clearspeed + Deathless Shaper!

How do you use the Divination Distillate. Aren't you almost always at full life and mana (the flask stops doing its MF thing once it has fully restored you)
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
"
Flapdrol wrote:
How do you use the Divination Distillate. Aren't you almost always at full life and mana (the flask stops doing its MF thing once it has fully restored you)

yep that's teh problem, i would only really use it if i removed the blood magic and made it mana based
I make mirror tier items, I don't rlly play the actual game. Reddit hates me. I'm not cool.
"
Thanks author for the best build I have ever played with!!!! Moved to it from LL Mjolner (laggy and slow) and this one is 1000% faster, 1000% safer (almnost immortal on tier 12-13 maps), blast all the shit offscren including bosses!!!

Currently hsve 69k Split Arrow and 78k Blast Rain w/o flasks!!!

My gear:
Spoiler


glad you like it :D
I make mirror tier items, I don't rlly play the actual game. Reddit hates me. I'm not cool.
"
Flapdrol wrote:
As the next-gen build will combine Windripper, Darkray Vectors and Raider I would like to suggest the name Windrayder for the new incarnation.
It would be a nice name, but i think that more poeple would recognise it this way, since it already has 150k views on the forums with its current name
I make mirror tier items, I don't rlly play the actual game. Reddit hates me. I'm not cool.
"
TheAmigoBoyz wrote:
"
Flapdrol wrote:
How do you use the Divination Distillate. Aren't you almost always at full life and mana (the flask stops doing its MF thing once it has fully restored you)

yep that's teh problem, i would only really use it if i removed the blood magic and made it mana based


I often stay out of mana due to low regen. For example when i miss with my hit a couple of times, so i use it as a mana flask.
After some experiments I can confirm that the Lightning Penetration Vessel of Vinktar is the way to go.

Monsters with little or no lightning resistance are mown down anyway, and this is most effective against those 75%-res mobs, in which case it:
- effectively does 40% MORE lightning damage (its max-res goes from 75% to 65% which means that 35% of damage comes through instead of 25%)
- shocks, for another 50% increased damage TAKEN (which I believe translates to 50% MORE on the first shot (the mob is shocked after the first shot anyway))
- an enormous amount of leech, basically upping you to 100% life and mana per hit

You are also shocked yourself, but given the amount of leech and your attack speed, this means you effectively need to be one-shot in order for you to die.

Especially for a build that does not use a single target skill, this flask rules. Selling my 2nd Windripper.
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Jan 17, 2016, 2:18:41 PM
I'm running similar scion based build in Talisman SC, and it's going great.
My Character is CanWeSplitIT - https://www.pathofexile.com/account/view-profile/Carlovski/characters

I'm partway though writing up a bit of a guide in the scion forum (I do a number of things a bit differently to this and other builds) but I thought I'd add a few things here.

-Clear speed. My god the clear speed!

- Blast rain is annoying to use sometimes (especially with knockback) and doesn't feel like a bow skill. But the damage definitely makes up for it.

- Sometime 3 jewellers and 5 fuses are enough :)


- Talismans can be pretty good, and are potentially best in slot. Finding a perfect one could be next to impossible, but I managed to pick up this one which has almost everything apart from a nice flat damage or WED roll.


- Mana on hit jewels are your friend. Sorted out all my early mana issues, and keep me sustained with less then 100 mana unreserved. Was expecting to need a couple but one +2 is working out fine.

- Getting good rings is hard. Got a bit of a bargain (I think anyway) late last night so haven't tested it out yet, bit I thought this was good for 15c
I might even exalt it at some point if I have the funds.

-When you divine your Rat's nest thinking it can't get any worse - oh yes it can


Carl
From the main page on Acuity gem links:

"
TheAmigoBoyz wrote:
Main attack: Split Arrow - Chain - Weapon Elemental Damage - added lightning damage - Faster Attacks - Slower Projectiles/Added cold (for more freezes)


After some experimentation with Slower Projectiles, it seems to give about 7-10% improved DPS (depending on charges) over Faster Attacks. I think that due to all of the other attack speed modifiers (Frenzy charges, Blood Rage, Jewels, Gear, Tree), attack speed has reached the point of diminishing returns.

The attack time is 0.23 sec with Slower Projectiles and 0.18 sec with Faster Attacks, but you hit much harder per attack. Mobs therefore have a little bit more time to kill you between two leeches, but they should die more often before they reach you.
The drawback in 50% less Projectile Speed is slightly noticeable (mostly from the sound a chained salvo makes) but the arrows still go fast enough that mobs cannot get out of the way.

Slower Projectiles also helps a LOT with mana stutter (if I do not crit I run out of mana and switch to basic attack, but with the lower attack speed my non-crit mana leech catches up).

So I recommend to change the above to:
Main attack: Split Arrow - Chain - Weapon Elemental Damage - Added lightning damage - Slower Projectiles - Added Cold Damage

as Added Cold Damage outperforms Faster Attacks (and has freezes, ensuring more MF, and less surprises with boxes that Onslaught-revive mobs as they are all shattered)

Note: this whole analysis may be jewel-dependent as I have 44% increased attack speed on my jewels, and this causes diminishing returns on faster Attacks, then again, once you can afford Acuities, a few jewels should not break the bank.
Dear Maligaro,
I left my head in San Francisco, I lost my legs in Peru
My liver and kidney are on holiday in Sydney
And I am sending my Heart to you
--- Love, Malachai
Last edited by Flapdrol on Jan 19, 2016, 4:37:11 AM
"
Flapdrol wrote:
From the main page on Acuity gem links:

After some experimentation with Slower Projectiles, it seems to give about 7-10% improved DPS (depending on charges) over Faster Attacks. I think that due to all of the other attack speed modifiers (Frenzy charges, Blood Rage, Jewels, Gear, Tree), attack speed has reached the point of diminishing returns.

The attack time is 0.23 sec with Slower Projectiles and 0.18 sec with Faster Attacks, but you hit much harder per attack. Mobs therefore have a little bit more time to kill you between two leeches, but they should die more often before they reach you.
The drawback in 50% less Projectile Speed is slightly noticeable (mostly from the sound a chained salvo makes) but the arrows still go fast enough that mobs cannot get out of the way.

Slower Projectiles also helps a LOT with mana stutter (if I do not crit I run out of mana and switch to basic attack, but with the lower attack speed my non-crit mana leech catches up).

So I recommend to change the above to:
Main attack: Split Arrow - Chain - Weapon Elemental Damage - Added lightning damage - Slower Projectiles - Added Cold Damage

as Added Cold Damage outperforms Faster Attacks (and has freezes, ensuring more MF, and less surprises with boxes that Onslaught-revive mobs as they are all shattered)

Note: this whole analysis may be jewel-dependent as I have 44% increased attack speed on my jewels, and this causes diminishing returns on faster Attacks, then again, once you can afford Acuities, a few jewels should not break the bank.


Yeah, I was thinking on similar lines. More multipliers are good, and you typically want/expect to be blowing up packs in a single volley anyway, so a slower bigger hit is better. For big targets you will be using single target anyway, so you won't be spamming it.
As long as it doesn't noticably slow down the first attack, mobility is important too, it should be better.
Any thoughts on a similar approach for single target? I'm using blast rain, does anyone know what affects the delay time of the impact? Is it attack speed, projectile speed or both? I'd like a bigger hit - against tough enemies you want to fire and move rather than spamming anyway, but not if it increases the delay before hit noticably.

Carl
I have a question,

just switched to this build and i cant get anywhere close to your ''normal'' 80k dps. I'm at max 30k atm and i dont understand what i'm missing.

Character name Kyuubi https://www.pathofexile.com/account/view-profile/Dioxis122/characters


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