[3.25] Scourge Arrow Poison Prolif Pathfinder - Fast, tanky, fun to play

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Viktranka wrote:
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You can also just attach Withering Step to Increased Duration and get to 15 stacks in like 3 seconds on any enemy by tapping it twice.
Yeah but how do you manage after second wind nerf? Withering step has 3 sec cd so 2 charges is 6 sec not counting possible second wind penalty (as I said at 20/20 you can assume no penalty no benefit).

Withered lasts 2 seconds baseline so with inc duration it's 3.48 sec so if you press withering step on cd you should have 0.48 second left from previous wither and 2.52 second of only 1 charge applied (which can apply between 7 to 12 withers depending on your setup / alt qual).

So it looks like a good uptime on 1 charge of it but not on "double tap" charges.

I reckon Deathbeam recommended clusters that apply 5 wither stacks if enemy isn't withered too, but that will only apply at the start of the boss / start of a phase otherwise it will never apply if the mob already has withering step on it.

Unless you mean you can kill any important mob in under 3.5 sec then the reapplication problem wouldn't count.

P.S. This is about technical aspect of double tapping withering step, not about whether pob should have 15 withers or not.


Actually Withering Step wither has 3 seconds base duration so with likd, idk, 100% increased duration total you should have good uptime with just Withering Step. But i personally rly like Eternal Suffering either way as it also makes clearing a lot nicer as you get bunch of wither stacks on everything).
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
Last edited by thedeathbeam on Jul 24, 2021, 2:29:56 PM
I wanted to play this build again, but planned implementing the Self-chill mechanic, which makes it insanely fast. I'm really excited it works and will be pushing it in this direction to see how good it performs in the End-game, but in early yellows it does really well so far.

Please Note this is not a guide, but an experiment!

I levelled to 82 with Tuna's Ballista Toxic Rain/Caustic Arrow (kudos to Tuna for the guide, has great Single Target, Ok clear) and swapped to Scourge Arrow at the beginning of day 2.

I also decided to do the Self-chill variant of the build right away, cause all of the required items are dirt cheap (would not recommend doing it this early, you will have very low HP, not good enough gear, I just want to rush Atlas and have fun dying).

I use Winterweave, as in other Self-chill builds, to reverse the effect of Chill and increase my action speed.
I Chill myself with Icefang Orbit and Golden Rule combo.
Finally, I use "Cannot be Frozen" on boots so that I don't constantly Freeze myself and "Unaffected by poison" on Maw of Conquest Helm to not kill myself with the Self-poison. Here is my early day 2 gear.



The true sleepers here are the Clusters and Unbound Ailments. (don't have any regrets left to take out Clusters and link them, sry).
I use 3 Deep Chill/Astonishing Affliction Med Clusters which give me 60% effect of chill each, and Unbound Ailments which gives over 50%. Overall, this gives me over 230% increase of the Chill Effect
(which is 30% by default, not exactly sure how the Math works here and what is the cap, but I think I am getting 30*2.3 + 30 = 99% increased action speed, or in other words, double MS/AS/CS. Actually feels like it).
Last edited by Konnorad on Jul 24, 2021, 8:54:55 PM
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Konnorad wrote:
I wanted to play this build again, but planned implementing the Self-chill mechanic, which makes it insanely fast. I'm really excited it works and will be pushing it in this direction to see how good it performs in the End-game, but in early yellows it does really well so far.

Please Note this is not a guide, but an experiment!

I levelled to 82 with Tuna's Ballista Toxic Rain/Caustic Arrow (kudos to Tuna for the guide, has great Single Target, Ok clear) and swapped to Scourge Arrow at the beginning of day 2.

I also decided to do the Self-chill variant of the build right away, cause all of the required items are dirt cheap (would not recommend doing it this early, you will have very low HP, not good enough gear, I just want to rush Atlas and have fun dying).

I use Winterweave, as in other Self-chill builds, to reverse the effect of Chill and increase my action speed.
I Chill myself with Icefang Orbit and Golden Rule combo.
Finally, I use "Cannot be Frozen" on boots so that I don't constantly Freeze myself and "Unaffected by poison" on Maw of Conquest Helm to not kill myself with the Self-poison. Here is my early day 2 gear.



The true sleepers here are the Clusters and Unbound Ailments. (don't have any regrets left to take out Clusters and link them, sry).
I use 3 Deep Chill/Astonishing Affliction Med Clusters which give me 60% effect of chill each, and Unbound Ailments which gives over 50%. Overall, this gives me over 230% increase of the Chill Effect
(which is 30% by default, not exactly sure how the Math works here and what is the cap, but I think I am getting 30*2.3 + 30 = 99% increased action speed, or in other words, double MS/AS/CS. Actually feels like it).


I maybe a bit of a noob for asking this, but you have no resistances whatsoever. Don't you die from any hit that touches you?
Alright so for anyone who would want to break the game a bit:

https://poedb.tw/us/Voranas_Preparation

Flask effect removed when ward breaks + autouse when flask ends enchant == auto refreshing ward with flask investment, lets go :)
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
Last edited by thedeathbeam on Jul 25, 2021, 9:13:05 AM
I was just considering that with

https://poedb.tw/us/Olroths_Charge

Which gives Adrenaline when ward breaks, which also gives physical damage reduction which is by far this build's weakest damage type. Seems REALLY good for mapping and at least decent for bossing.

Pair Adrenaline with enemies deal 10% less damage from those gloves and that should make us even tankier AND do more damage. Tailwind + Elusive boots might still be best in slot but are ~100x as expensive!

There are also the gloves that give 25% of ward as added chaos that with these items should be able to get to ~70-100 added chaos damage. Fenumus is probably still top slot though.
Last edited by Maddest_Scientist on Jul 25, 2021, 9:40:41 AM
Did GGG change the circle of nostalgia? Versions on a market have either chaos res or chaos damage. But not both.
Hi Man,

Wanted to ask - What do you think about goin as "occultist" ? Could you try make some POB for occultist?
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wuttenq wrote:
Hi Man,

Wanted to ask - What do you think about goin as "occultist" ? Could you try make some POB for occultist?


I tried to pob occultist once before, its not a good idea. You dont gain enough from the ascendancy and it makes your pathing awful.

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crill888 wrote:
Did GGG change the circle of nostalgia? Versions on a market have either chaos res or chaos damage. But not both.


Dont think so
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
Thanks for the guide :)

Love Scourge Arrow so much!

Small question about single target: should we keep Mirage Archer or swap to Vile Toxins?

I always liked Vile Toxins more but it's been like HEAVILY nerfed.

What do you think?

Thank you!
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guidulove wrote:
Thanks for the guide :)

Love Scourge Arrow so much!

Small question about single target: should we keep Mirage Archer or swap to Vile Toxins?

I always liked Vile Toxins more but it's been like HEAVILY nerfed.

What do you think?

Thank you!


Yea all support gems were heavily nerfed so now it do not even makes sense to gem swap for single target anymore imo as Mirage Archer is already 27% multi by itself.
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/

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