[3.13]🏹 Poison Barrage-VF / Scourge Arrow / TR PF | Bottled Fortify | The Tankiest Ranger + High DPS
unfortunately means I can't exactly use a -15 chest do you have any other suggestions Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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" There seems to be some confusion here. We are not inflicting shock by the mean of crit but the chance to shock. + Master Alchemist: 20% chance to shock under any flask effect. + V-Rift: 10% chance to shock. -> 30% chance to shock + Unbound ailment (20/20): 34% increased effect of non-damaging ailment, i.e. shock, also increase ailment duration, i.e. shock and poison. Just forget about Lioneye Glare tbh. :) " Yeah, almost correct. We do have 30% chance to shock thanks to Master Alchemist and V-Rift instead of 10%. The unbound ailment support elevates the effectiveness of shock. Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify: https://www.pathofexile.com/forum/view-thread/2851574 -- Last edited by WolfieNa on Sep 22, 2020, 7:07:22 PM
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" Any time you ready. I would start with either the flask cluster + enduring composure combo or the elder bow. Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574 -- | |
ok. thanks for no answers...
will try to figure out by myself | |
" Gratz on the bow. I think it is usable for now. Don't throw it away :) Regarding Nature's Adrenaline, it is powerful in the mid-game, but in the end-game, having elemental immunity from Master Alchemist is crucial for survivability. Ofc you can go with Nature's Adrenaline and grab 3 flasks with freeze/ignite/shock immune, but that alone is a large opportunity cost. Apart from that, you will have high APS in the late game, so a small additional APS from Nature's Adrenaline doesn't justify the ailment immunity cut from Master Alchemist. Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574 -- | |
" It's understandable. It's your call. Before you leave, I invite you and others to check this testimonial, which was from a fellow who used to hold the similar proposition like yours. https://www.pathofexile.com/forum/view-thread/2851574/page/78#p23369417 " @Kessos: I hope you are OK for me to quote you here. Take care! :) Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify: https://www.pathofexile.com/forum/view-thread/2851574 -- Last edited by WolfieNa on Sep 22, 2020, 7:55:43 PM
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WolfieNa, what do you think about toxic rain on MI instead of Blast Rain, I just don't like it's fire aesthetics :D
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thanks for reply :)
about ailment immunity - you really think this would be helpful in heist? from my experience, all you need is fast movement, there is no fights at all, just run and collect loot. p.s. if someone got to the endgame heists, can confirm that fast escape is really nice way to do it? p.p.s. with much movement speed(+phase run), you can escape in 10-20sec without any troubles. any thoughts? Last edited by RawDamage on Sep 22, 2020, 7:56:30 PM
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" That's a valid for with regarding to Heist. But I'd argue that in Grand Heist, you don't want to get freeze or shock in your way in/out. If you want to go fast, I'd like to introduce you to this flashy-dodge combo: Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574 -- | |
alchemists quartz flask is indeed really good, especially with dodge version of the build, hard to get hit
this build is very good in delirium btw, even in low maps, you can already tell its gonna totally wreck 100% delirious, by how easily and safe you can kite gigantic packs of regular delirium encounters as for damage and how build feels, its important to understand how impactful helm enchant is its effect isn't limited to only what it says it should do (+1 pod at max stages), it adds 1 pod at all stages, and seems to be adding 1 pod even at 0 stacks. If you tap your attack really fast, as if you were rushing through map, not even getting 1 stack, it will still spawn pod, if you have enchant, vs no pods if you don't. Difference is binary, 0 to 1. Makes huge difference in snappy fast map clear, you can attack and move as fast as possible then. another thing is 2nd main projectile how it impacts single target damage, but that is underlined in the guide more than enough. If you have enchant + 2 arrows, then it starts to feel really good. Also one comment about cluster jewels, getting exactly ones listed in guide is big expensive, so it is worth to compromise and swap 1 notable with something else but still good, price drops by factor of 10 then, and power level isn't far off. For large cluster getting unwavering evil is nice, we can even ignore it if we want it always spawns in the middle, so you don't put 2 points in that 8 passive jewel and get efficient 2 sockets out of it along with 2 other premium passives. If you take it it makes us stun immune while using scourge arrow, while channeling, seems rather nice. For medium jewel I've found that notable eternal suffering is doing good job for clear. Makes all your attacks have chance to stack wither up to 5, and this is a lot of damage, that procs everywhere outside of blast rain area. It is one of those things that makes you feel the difference in clear speed, where other passives technically more powerful are hard to notice outside of pob numbers. Good and cheap option to start with. |