*Updated for 3.2* Volkuur's poison! millions of dps (7.5 mil shaper - 20 mil shaper GG gear)

Build is amazing. Why do use same green flask and pasive on tree - perfect agony?
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vayha wrote:
Build is amazing. Why do use same green flask and pasive on tree - perfect agony?


you want to keep the damage multiplier permanent by taking the PA node
and increasing the poison chance with the flask and increasing poison duration
Leveling up this build now. But i have a question

Build owner says this ''volkuur's guidance makes your elemental damage poison(lightning preferred, because it scales best on abyss jewels)''

But he uses fire volkuurs and he uses fire jewels on his current build. Is fire ones better or ?

any help is appreciated !
"
Hanzoli wrote:
Leveling up this build now. But i have a question

Build owner says this ''volkuur's guidance makes your elemental damage poison(lightning preferred, because it scales best on abyss jewels)''

But he uses fire volkuurs and he uses fire jewels on his current build. Is fire ones better or ?

any help is appreciated !


The build has evolved between 3.1 and 3.2. The 3.1 version focused on lightning a bit more. The 3.2 version switched to fire. They are pretty close, he states about a 5% difference after some other support gem changes suggested in 3.2. The reason for the switch to fire was primarily due to economic changes. The fire jewels were cheaper and a bit easier to obtain in 3.2 at the time. When deciding which to go with, I would suggest pricing some jewels and the Volkuur's Guidance for both then decide.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
Last edited by Turtledove on Apr 8, 2018, 3:15:18 PM
hit 89 today with the cloak version, have decent damage jewels but not all with life on. Managed to cap resists without a quiver which made getting decent +1 arrow quiver with lots of accuracy alot easier.



I also badly wanted 3 uses out of the quicksilver, so picked up this


Can get up to 20% reduced charges with a divine if i get round to it. Get more uses out of the other flasks also which is always nice.

Only other change I dropped the enchance support, stuck blink arrow in that 4 link, and vaal grace in instead. Only really pop it for bosses but feel alot safer facetanking.



Im exping with Tornado Shot which is like barrage but spreaded. I found that
can be useful with this build :) probably I will use Kaoms Heart. This gona be tanky cannon:)
Very good build, i rly have fun with it, playing the expensive version, but i have one question i can not figure out from your path of building link.

i do very little dmg compared to your build, the main reason behind this (if i ignore flasks) is that you seem to have a 0,83 more multiplyer for your base fire damage (under Calcs, the MH Hit Damage Number, if you hover the mouse over it you see the Hit DMG, in your case base 360.22-678.28 x 3.01 (inc/red) x 0,83 (more/less)).

No matter what i do, i only have a more/less from 0,55 and i have no clue where the missing 0,28 are, this means hell a lot of dmg.

Your Fire DMG 581-1094 results in a MH Hit Dmg of 630-1187
My Fire Dmg of 497-900 (a difference of around 17%, because of missing Jewels) result in a MH Hit Dmg of 333-603 (a difference of almost 50%!)

I am very Thankfull for any input where i miss this multiplyer.

(the Numbers are not 100% correct, but the % is right when not even worse)

*edit* the difference in MH Hit Damage happens only on Barrage, if i compare Iceshot we have the same Numbers
Last edited by dablack on Apr 9, 2018, 10:35:21 AM
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dablack wrote:
Very good build, i rly have fun with it, playing the expensive version, but i have one question i can not figure out from your path of building link.

i do very little dmg compared to your build, the main reason behind this (if i ignore flasks) is that you seem to have a 0,83 more multiplyer for your base fire damage (under Calcs, the MH Hit Damage Number, if you hover the mouse over it you see the Hit DMG, in your case base 360.22-678.28 x 3.01 (inc/red) x 0,83 (more/less)).

No matter what i do, i only have a more/less from 0,55 and i have no clue where the missing 0,28 are, this means hell a lot of dmg.

Your Fire DMG 581-1094 results in a MH Hit Dmg of 630-1187
My Fire Dmg of 497-900 (a difference of around 17%, because of missing Jewels) result in a MH Hit Dmg of 333-603 (a difference of almost 50%!)

I am very Thankfull for any input where i miss this multiplyer.

(the Numbers are not 100% correct, but the % is right when not even worse)

*edit* the difference in MH Hit Damage happens only on Barrage, if i compare Iceshot we have the same Numbers


It appears that you're not using the 3.2 gem setup setup of Immolate with Barrage. Instead you're using the 3.1 gem setup.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
i use the setup under Expensive Build

Barrage - elemental Focus - Deadly Ailments - GMP - Elemental Damage with Attacks - Vile Toxin

Ice Shot - Deadly Ailments - GMP - Elemental Focus - Elemental Damage with Attacks - chain
When you say blind on hit is necessary, how much are we talking?

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