[3.9] Zeft's Toxic Rain DOT Pathfinder Fast Lvling,Map Clear,Uber Elder viable

[3.9] Zeft's Toxic Rain DOT Pathfinder League Starter. +130% MS, 5.5k+ life/7k+ life using Kaom's Heart with 189% life from tree, Acro/PhaseAcro, Good clear, Uber Elder viable with some investment.

3.9 Update Log
Spoiler
This build has not change much, our end game bow will be +2 support gems with a Chaos damage over time multiplier craft.


Update Log
Spoiler

18/10/2019 - Added Formatting, fixed PoB Link, optimized skill tree after receiving some feedback.


1. Introduction
Spoiler
Hello Exiles, I will be introducing my take on the Toxic Rain bow skill and the ranger ascendancy Pathfinder as league starter.
We choose Toxic Rain as our main skill as it is a great leveling and map clear skill and with some investment can have very decent single target.
We are choosing Ranger-Pathfinder as our class and ascendancy choice because Pathfinder has good synergy with chaos skills, passive flask sustain and great flask effectiveness scaling.


2. Build Summary
Spoiler
Toxic Rain fires a total of 5 arrows converting 50% of Physical Damage to Chaos Damage for it's initial and spore pod explosion hit. The spore pod deals Chaos Damage over Time and each Spore Pod applies 10% less Movement Speed to nearby Enemies, to a maximum of 60%
Toxic Rain's damage mechanics has 3 stages.
The 1st is the initial hit which is a projectile landing and damaging its target, it has very small aoe but can apply poison.
The 2nd is a spore pod that sprouts at the projectile landing point which does an AOE Chaos DOT which also slows any target in it. It is a DOT instead of a hit so can't apply poison.
The 3rd is an AOE Chaos explosion hit which can apply poison as well

We will be focusing on scaling the spore pod's Damage over Time (DOT) instead of the hit + aoe explosion poison. The spore pod DOT is unique and different to other DOT as it can be scaled through ATTACK SPEED! Every spore pod is independent of each other which means the DOT can stack with one another. The faster you can place the pods, the more DOT dps you do. Toxic Rain also scales with generic damage, bow damage, projectile damage, damage over time, chaos damage, chaos damage over time multiplier, gem levels and duration.
Thus, we will not be using poison related supports, poison flask and Herald of Agony.
Instead, we will be using the Malevolence aura, Despair Curse Aura and Wither Spell totem to further augment Toxic Rains spore pod's DOT.


2.1. Pros & Cons
Spoiler

2.1.1. Pros
-Cheap to start and decent with investment.
-Shoot and move play style which is easy to pick up.
-Fast leveling and mapping.
-Able to do most map mods on a budget and do all with some investment.
-Gains Elemental ailments immunity when using a flask.
-Infinite flask sustain which makes backtracking a breeze and stronger flask effect.

2.1.2. Cons
-Evasion base play style means that when a large hit bypasses your dodge+evade chance, you get chunked and probably die. Can be mitigated through smart position but it takes some time and experience to learn the mechanical skill.
-Single target is somewhat lacking when compare to all the bossing builds.
-DOT builds problems eg. don't instantly freeze + shatter, vulnerable to porcupines, on death effects, backtracking etc etc.


3. Play style
Spoiler
We press 2345 every 5 seconds or so to go zoom zoom around the map with our 150% increased MS, only to stop to fire once or twice into packs.
We further augment our map traverse with blink arrow and flame dash. By alternating both skills you can continuously teleport around the map, between packs and dodge boss attacks.


4. Ascendancy, Passive Tree, Bandits and Pantheons
Spoiler
4.1. Ascendancy (Ranger – Pathfinder)
We take Nature's Reprisal > Nature's Boon > Master Alchemist > Master Toxicist
We ascend as Pathfinder with Nature's Reprisal first for damage in the early leveling phase. Getting Nature's Boon for flask sustain and then Master Alchemist for elemental ailments immunity before maps. Lastly, Master Toxicist for more damage to push end game content. We go Master Alchemist instead of Nature's Adrenaline because to be elemental ailment immune, we need use 5 points on the tree (50% chance to avoid ele ailments) and the rest from body armor prefix, helmet and glove suffix.
To make up for the lost in APS, we can get IAS from jewels/abyss jewels/gloves/tree which is much more abundant and flexible.

4.2. Passive tree

Level 99 with 4 jewel sockets


I've included leveling trees and some tips in the notes section.
Import Pastebin Link to PoB: https://pastebin.com/ueKgBCP2

4.3. Bandits
Kill All

4.4. Pantheons
Major: Solaris for damage mitigation / Lunaris for dodge + evade
Minor: Garukhan for Movement speed


5. Gems
Spoiler

Toxic Rain doubles as a boss killer as well as a map clearer. We augment our single target with a Wither spell totem and Despair Curse Aura

5.1. Toxic Rain
4L: Toxic Rain-Mirage Archer-Void Manipulation-Vicious Projectiles
5L: Toxic Rain-Mirage Archer-Void Manipulation-Vicious Projectiles-Swift Affliction(if no int)/Efficacy(already have int on gear)
6L: Toxic Rain-Mirage Archer-Void Manipulation-Vicious Projectiles-Efficacy-Empower(Lvl 3)

Get a 6L short bow through the porcupine divination card set and spam alteration until you get the Paragon mod "+1 to Level of Socketed gems" which will turn our empower lvl 3 to lvl 4 which gives

38% more DOT dps.

Super End Game Pseudo 7L with +1 Socketed Gem Lvl +2 Socketed Support Gem Lvl VP Elder Thicket Bow
7L Toxic Rain-Mirage Archer-Void Manipulation-Increased Duration/Swift Affliction-Efficacy-Empower(Lvl 3)-Vicious Projectiles(from elder bow)

Increased Duration gives approximately 50% more damage per pod in this build but deals its damage over 2.2 secs
Swift Affliction gives approximately 31% more damage per pod but deals it over 1.36s

Technically Inc Dura gives more damage over longer period of time which gives us more time to stack more pod which increased Toxic Rain actual DPS (PoB only calculate DOT dps of 1 pod)
Swift Affliction will have a visible DOT DPS increase in PoB however in actual fact gives us less time to stack our pods so less dps.
TDLR: more skill duration = good, less skill duration = bad
BUT if a zoom zoom boss goes zoom zoom everywhere and attack us so often that the boss only stays in the pods AOE for 1 sec, Swift Affliction is the better option
Because in this niche situation TR with Sw Aff gives 1460 DOT dps and Inc Dura gives only 1000 DOT dps.
So choose what feels right for you

Math
Spoiler


No 20/20 Inc Duration, No 20/20 Swift Afflict
Duration modifier x1.51 * 1s is 1.5s 1000 dps over 1.51s = 1510 damage per pod

Yes 20/20 Inc Duration, No 20/20 Swift Afflict
Duration modifier x2.28 * 1s is 2.28s 1000 dps over 2.28s = 2280 damage per pod 2280/1510 = 50.9% more damage

No 20/20 Inc Duration, Yes 20/20 Swift Afflict
Duration modifier x1.36 * 1s is 1.36s 1000 dps over 1.36s = 1360 damage per pod 20/20 Swift Afflict gives approx 46% more DOT damage 1360 * 1.46 = 1985.6 damage per pod 1985.6/1510 = 31.4% more damage

Actual TR DOT dps is similar to total poison dps calculation
= (((DPS per pod in POB * (Average PODs near the Target per attack * Attacks per second)) * (duration mod * Duration that Target stays in Pod AOE)) / Duration that Target stays in Pod AOE

^number of pods doesn't increase after the 1st pod expires, so more duration means more pods = more damage^
eg.
1000 DOT dps per pod, 3 APS, AVG of 4 pods landing near the target per attack, Boss stays in pod duration for 2 sec, pod duration 2 sec

(((1000 * (4 * 3)) * (2 * 2)) / 2 = 48000 Total TR DOT damage, 24000 TR DOT damage dealt per second

1000 DOT dps per pod, 3 APS, AVG of 4 pods landing near the target per attack, Boss stays in pod duration for 1 sec, pod duration 2 sec

(((1000 * (4 * 3)) * (1 * 2)) / 2 = 24000 Total TR DOT damage, 12000 TR DOT damage dealt per second

1400 DOT dps per pod, 3 APS, AVG of 4 pods landing near the target per attack, Boss stays in pod duration for 3 sec, pod duration 1 sec

(((1400 * (4 * 3)) * (1 * 3)) / 3 = 50400 Total TR DOT damage, 16800 TR DOT damage dealt per second

If we assume duration of target stays in Pod AOE always the same as Duration modifer, we can conclude that more duration translate to more DPS

1000 DOT dps per pod, 3 APS, AVG of 4 pods landing near the target per attack, Boss stays in pod duration for 3 sec, pod duration 3 sec

(((1000 * (4 * 3)) * (3 * 3)) / 3 = 108000 Total TR DOT damage, 36000 TR DOT damage dealt per second


5.2. Despair, Malevolence, Aspect of the Spider
2L: Blasphemy-Despair (used this only when have chaos Impresence, if not get Despair from Witchfire Brew Flask

5.3. Flame Dash, Portal, Blink Arrow
4L: Flame Dash(1/23)-Portal(1/23)-Enhance(lvl 4)-Blink Arrow(1/23)

5.4. Wither
4L: Wither-Spell Totem-Faster Casting-Multiple Totems

5.5. Vaal Haste, Vaal Blight
3L: Vaal Haste-Vaal Blight-Increased Duration

5.6. Steel Skin/Immortal Call(if you crafted +1 min endurance charge on rings)
3L: Cast when damage taken(14/0)-Steel Skin(18/23)-Increased Duration
3L: Cast when damage taken(1/0)-Immortal Call(3/23)-Increased Duration

6. Gearing
Spoiler

This build can utilize many uniques to augment our damage but they are not necessary as this build can be played with a full rare setup. I will list some potentials affixes that you would want get on a rare piece of gear in this section.

6.1. Weapon
As we are scaling Chaos Damage over Time, we would want bows that increases generic chaos damage or gem levels.
-The silverbranch bow has decent APS at 1.58 and +1 to socketed bow gems which will boost TR DOT. The fated version called Silverbough is slightly better as it has +1 to socketed gems on top of the +1 to socketed bow gems. This makes our empower lvl 3 into lvl 4
-A rare 6-link bow with +1 to socketed gems can be crafted by spamming alteration on a 6 linked shortbow obtain through the porcupine div card set.
-End game bow will be a +1 to socketed gems, +2 to socketed support gems, socketed skills is supported by lvl 20 vicious projectiles which essentially gives you a pseudo 7 link TR with a overjuiced empower. TR can get up to lvl 28 with a lvl 21 TR gem and a lvl 4 empower socketed in this bow



How to craft your own +3 VP elder bow.
Spoiler

1.Buy a ilvl 80+ thicket bow, use perfect fossil to increase the quality for 25% or more for easier 6 socketeing and linking.
2.Scour and start spam Orb of Alterations on it until you get Vicious Projectiles mod. Always use an orb of Augment when there is no prefix to increase the chance of getting the VP mod.
3.After you have your VP mod + a random suffix use a regal orb on it to turn it into a rare. If u get another suffix then good, u can start the process of slamming for the Paragon prefix mod. If u hit a prefix then to use the beastcraft removes a prefix and adds a suffix to get rid of the unwanted prefix. If you brick the bow, just start over.
4.Craft cannot roll attack modifiers on the VP prefix and 2 suffix elder bow and use and exalted orb on it. It will have a 100% chance of getting the Paragon mod.
5.Use the crafting bench to remove the crafted cannot roll attack mods and craft prefixes cannot be change. Use a an orb of scouring on it and you will end up with the +1 to levels of socketed gems "Paragon's" and Socketed Gems are Supported by Level 20 Vicious Projectiles "Eldritch"
6.Craft can have multiple crafted modifiers(suffix) on to the bow and proceed to craft +2 to level of socketed support gems to fill up the last prefix.
7.From here you can choose to craft any 2 suffix on to the bow. Usually people go for increased attack speed and increased Attack Speed while a Rare or Unique Enemy is Nearby.



6.2. Body armour
-Cherrubim's Maleficence will give you the most damage as its has a affix that increases chaos damage up 80%
-Carcass Jack is a good choice as well as more aoe means more overlapping of pods = more damage.
-Kinstugi will be a good defensive option as you take 20% LESS damage if you haven't been hit recently. This applies to degen as well which is active as long as you don,t get hit. The extra evasion you get after getting hit is welcome as you have better chance to hit your life flask.
-Belly of the beast for the 40% increased life and life recovery from flask
-Kaom's Heart is good as well if you want to be even more tanky
-As for rare body armor, you would want +# to maximum life, increased #% maximum life, delve hybrid flat and % life mod with plenty of resist and maybe even a chance to avoid stun for extra levels of QOL

6.3. Gloves
BiS will be a Rare Elder Evasion base glove with life, Chaos damage over time multiplier, resist, attack speed. You can get chance to avoid stun here as well.

6.4. Boots
BiS will be a Rare evasion base boots with life, movement speed temple mod with either dodge attack/spell hits, resist.
A good unique alternative would be a Bubonic trail boots as by equip 4 different abyss jewels will give you 40% generic increase in damage.

6.5. Belt
Bis will be a Stygian Vise crafted with Pristine + Abberant Fossil to get the Increase Chaos Damage delve mod and the % to maximum life hybrid delve mod. You would also want life, reduce flask charges used, resist, increase flask effective

6.6. Amulet
BiS will be an Elder Amulet with the suffix +#% chaos damage over time multiplier. Try to get some life, resist, -total mana cost, +1 to min endurance/frenzy charge or attributes if you need them.
You can use a chaos version of Impresence w 100% reduce mana reservation for Despair. This option depends whether you want to run a Witchfire Brew Stibnite Flask or use another type of flask.

For Amulet Anointment, we are going for:- \
Corruption 2x Black oil 1x Crimson oil for a total of 21-24 chaos as of this post is edited. Corruption gives us 10% DoT dps which is a cut above the other anointment for damage.
An Alternative choice would be getting:-
Blast Radius 1x Clear 1x Verdant 1x Opalescent total up to 17-18 chaos.
A good mix of offense,defense and utility will be:-
Avatar of the Hunt gives evasion rating, cooldown recovery for your blink arrow and flame dash and 3.8% DoT dps 1x Clear 2x Opalescent = 34-36 chaos
Fleetfoot for the evasion, cooldown recovery, IMS, IAS + ICS if you used a movement skill recently 1x Sepia 1x Amber 1x Opalescent 17-18 chaos.
For defense some cheap options would be:-
Diamond Skin 12% all ele resist and 3% move speed 1x Sepia 1x Clear 1x Opalescent 17-18 chaos.
Battle Cry gives us permanent endurance charges if we spam enduring cry 1x Clear 1x Azure 1x Opalescent = 19-21 chaos
Freedom of Movement for more movement speed and 5% attack dodge 1x Clear 1x Sepia 1x Violet for 1 chaos
Silent Steps is good as well if you have chance to blind somewhere on your gear 1x Amber 1x Verdant 1x Violet for 1 chaos.


*Tip* Because we are pathfinder and our flask lift everyday, we get more damage using a Witchfire Brew Flask than a Blasphemy + Despair setup. Choosing to go with Impresence means less damage but open up a flask slot for more defense/offense.

6.7. Rings
BiS rings will be resist implicit rings such as amethyst/prismatic rings crafted with Essence of Envy to get increased chaos damage. You would also want some of these eg. life, resist, -total mana cost, +1 to min endurance/frenzy charge

6.8. Helmet
BiS would be a delve mod -9% chaos resist to nearby enemies w/ life
As for the helm enchant you can go for TR fires an Additional Arrow. TR does 40% increased damage will be a cheaper option.
If you would like to go fast you can use a devoto's devotion for more movement speed. or starkonja for the life, attack speed and evasion.

6.9. Quiver
BiS would be a shaper mod Bow fire and additional arrow w/ life, attack speed and resist.
Drill neck and maloney's nightfall is an okay option. The damage mods only affects the hit and not the DOT just bear in mind.

6.10. Flasks
Dying Sun Ruby Flask for more clear and damage, Witchfire Brew for Despair Curse Aura, Quartz flask with curse immune, Instant life flask with bleed immune, Quicksilver for movement speed.
If you feel the need to be more tanky and die less, feel free to use a basalt flask for extra reduce physical damage taken.
If you build your rares with only all ele resist, you can cap ele resist with wise oak and triple resist balance at the same time. Giving you 14% reduce damage taken from all three elements with our flask effectiveness.

6.11. Jewels
IF you are using Bubonic Trail, get one of each type of abyss jewels. There are 4 in total Ghastly, Hypnotic, Murderous and Searching.
You want life, all res, chance to avoid stun on Ghastly and Hypnotic.
Get life, all res and attack speed on the Murderous and Searching.
As for regular jewel, look for a viridian jewels w/ %life, Chaos Damage over time multiplier, IAS and all res.


7. Leveling
Spoiler

You can start leveling with Toxic Rain at level 12 as soon as you get it.
4L: Toxic Rain-Mirage Archer-Void Manipulation-Vicious Projectiles/Swift Affliction/Efficacy

From lvl 1 - 12 use Caustic Arrow-Pierce-Mirage Archer-Void Manipulation

7.1. Leveling Trees
I included 2 leveling trees as well as some tips in the PoB

7.2. Useful Leveling Unique Items
Wonderlust for freeze immune (good until u get Master Alchemist)
Goldrim for 30% to all ele resist
Karui's ward for movement speed
Ondar Clasp for added lightning damage
Perandus Signets for mana and exp
Tabula Rasa if you can afford it for instant 6 link
Seven League Steps for OPOP movement speed for an OPOP price.
Foxshade for some movement speed and evasion.
Hyrri's Bite for some flat damage and attributes.
Darkness Entroned for those expensive lvl 0 requirement abyss jewels


8. FAQ
Spoiler

Why DOT over poison + herald of agony?
-Easy and cheap to start in a fresh league. Poison stacking is less effective and harder to level from the get go. Can transition into Poison easily at the later stages of the build.

Why Toxic Rain and why Pathfinder?
-Toxic Rain is one of the fastest leveling bow skill needing only little investment. As for Pathfinder, flask are OP and once you experience the QoL of infinite flask sustain you kinda cant go back. Just like a BBC. Its just that good. Jokes aside, PF synergies with Chaos Damage Skill well, excel in poison stack only 2nd to Assassin. 3rd in terms of Chaos DOT. But you make it all up with flask effectiveness and sustain.

Why a guide?
-To share my take on one of the cheapest and fastest league starter with good mapping and to learn from the community through feedback. As my version of Pathfinder always go for 30%-35% reduced flask charges used w/ 41%-54% flask effectiveness, 30%-40% Flask effect duration, 60% increased flask charges gained with net us 4.5 charges every 3 seconds. You just literally used 1 life flask and 2345 all the unique/utility flask every 5-6 secs can rarely run out of charges. Defense and offensive easily juggled just by swapping flask out. More flexible than changing gear.


9. Conclusion
Spoiler

I hope you guys learned something from this guide. Please give me feedback as this is my 1st PoE guide. Tqvm n take care n lets discuss more in the thread.
Last edited by Slyvanus on Dec 14, 2019, 11:14:49 AM
Last bumped on Oct 17, 2019, 9:54:53 PM
re-purposed due to mistake, post reserved for future use
Last edited by Slyvanus on Oct 18, 2019, 5:29:00 AM
Formatting could use a touch up (you have some blank lines in random spots in the middle of sentences).

Anyway. Gloves can roll +16% chaos dot multiplier same as amulet, if they're Elder base.

Elreon's mod -9 to mana cost on rings / amulet is a must imo especially once you start using Empower. Luckily 3.8 lowered the cost from 1ex to 4c per craft.

Crafting increased flask effect on belt is kinda useful since as PF you will have them constantly up. It's better than increased flask duration or increased charges gained because these are a non-issue for PF contrary to other ascendancies where they translate to better uptime on flasks.

Getting abyss jewels with chance to blind and chance to get onslaught are also decent ideas since non-abyss jewels can roll only 4% chaos multi so they aren't as powerful as for other types of builds.

I've never seen temple mods roll on atlas specific drops, like two toned boots with temple dodge mod. Even when they drop from blights and legions. Maybe I'm wrong, but I believe they don't go together.

Couldn't import your pastebin, was getting error, but checked your picture and how come you're skipping Atrophy wheel? You're overvaluing "increased damage" mods that hit diminishing returns over multiplier that doesn't. Fury bolts and the points behind Aspect of the Eagle for example are not that great once you have a lot of increased projectile / attack / over time damage.

Trickery is another weak node as dots don't benefit from crit so half of it is wasted. Pathing through lethal assault is much better because increased area of effect is one of the best ways to scale the damage of pods without just extending them in time, as it allows 2 pods to hit the same target depending on how much area increase you get. (That's why Carcass Jack is also a good chest option you don't mention at all.) Then you only need to spend 2 extra points to reach Growth & Decay wheel instead of 3.

Also looks like you picked the point before druidic rite but not the node itself? I would just skip the 2% movespeed node after Quickstep and pick Druidic Rite instead.

Also if you're considering stuff like increased duration for a support gem why wouldn't you pick Exceptional Performance cluster if you're pathing next to it.

Master Toxicist isn't useless, it's 15% increased and 10% more damage node even for non poison chaos skill. But if you want ailment immunity guess you can sacrifice some damage.

Last thing, you didn't add anointment option to the guide.
"
Viktranka wrote:

I've never seen temple mods roll on atlas specific drops, like two toned boots with temple dodge mod. Even when they drop from blights and legions. Maybe I'm wrong, but I believe they don't go together.


That's what I thought too until I saw stuff like this:



That left me a bit confused about how it's possible.




Also yes, OP I think you should add some spoilers. There's way too many walls of text, maybe add some color into the text so that people can distinguish between different topics/ideas more easily.
"
Enahkra wrote:
"
Viktranka wrote:
I've never seen temple mods roll on atlas specific drops, like two toned boots with temple dodge mod. Even when they drop from blights and legions. Maybe I'm wrong, but I believe they don't go together.
That's what I thought too until I saw stuff like this:

That left me a bit confused about how it's possible.

Damn, guess I'm just unlucky I've never seen these drop or for sale. Did you get them from Blights?
Last edited by Viktranka on Oct 17, 2019, 8:35:08 PM
"
Viktranka wrote:
Formatting could use a touch up (you have some blank lines in random spots in the middle of sentences).

Anyway. Gloves can roll +16% chaos dot multiplier same as amulet, if they're Elder base.

Elreon's mod -9 to mana cost on rings / amulet is a must imo especially once you start using Empower. Luckily 3.8 lowered the cost from 1ex to 4c per craft.

Crafting increased flask effect on belt is kinda useful since as PF you will have them constantly up. It's better than increased flask duration or increased charges gained because these are a non-issue for PF contrary to other ascendancies where they translate to better uptime on flasks.

Getting abyss jewels with chance to blind and chance to get onslaught are also decent ideas since non-abyss jewels can roll only 4% chaos multi so they aren't as powerful as for other types of builds.

I've never seen temple mods roll on atlas specific drops, like two toned boots with temple dodge mod. Even when they drop from blights and legions. Maybe I'm wrong, but I believe they don't go together.

Couldn't import your pastebin, was getting error, but checked your picture and how come you're skipping Atrophy wheel? You're overvaluing "increased damage" mods that hit diminishing returns over multiplier that doesn't. Fury bolts and the points behind Aspect of the Eagle for example are not that great once you have a lot of increased projectile / attack / over time damage.

Trickery is another weak node as dots don't benefit from crit so half of it is wasted. Pathing through lethal assault is much better because increased area of effect is one of the best ways to scale the damage of pods without just extending them in time, as it allows 2 pods to hit the same target depending on how much area increase you get. (That's why Carcass Jack is also a good chest option you don't mention at all.) Then you only need to spend 2 extra points to reach Growth & Decay wheel instead of 3.

Also looks like you picked the point before druidic rite but not the node itself? I would just skip the 2% movespeed node after Quickstep and pick Druidic Rite instead.

Also if you're considering stuff like increased duration for a support gem why wouldn't you pick Exceptional Performance cluster if you're pathing next to it.

Master Toxicist isn't useless, it's 15% increased and 10% more damage node even for non poison chaos skill. But if you want ailment immunity guess you can sacrifice some damage.

Last thing, you didn't add anointment option to the guide.

Thx for the feedback. I will work on the formatting and the suggestions u mentioned as soon as I'm back home. I went to bed as soon as I posted the thread. I wrote it on notepad before copying over here. Hence, the broken lines as notepad has no formatting.
"
Viktranka wrote:
"
Enahkra wrote:
"
Viktranka wrote:
I've never seen temple mods roll on atlas specific drops, like two toned boots with temple dodge mod. Even when they drop from blights and legions. Maybe I'm wrong, but I believe they don't go together.
That's what I thought too until I saw stuff like this:

That left me a bit confused about how it's possible.

Damn, guess I'm just unlucky I've never seen these drop or for sale. Did you get them from Blights?


I will amend that section later to included its rarity as a drop. Thx for the feedback. Will update it soon.

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