[3.13]🏹 Poison Barrage-VF / Scourge Arrow / TR PF | Bottled Fortify | The Tankiest Ranger + High DPS

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WolfieNa wrote:

Thanks for the feedback. Glad you enjoy it so far.

Regarding belts, good rolled Stygian is the best, then good rolled leathers. I used a leather one because that's what available to me at the time, and I got lucky with the rolls. Having no issue with resist, I didn't find it necessary to Stygian. +40 life on leather is ~zero cost, while having a similar life roll + some resist from an abyss jewel would cost quite a bit.

The best flask mod on belt: 1) Reduced charge gain (20%). 2) Increased charge recovery (30%?). You don't want Elusive from crit on your boots since we don't crit.


I just did some quick tests with a pair of elusive on crit(just 5%) boots, unallocating the elusive on kill passive and then just running around act 10. Even with just 5%, the Elusive uptime is almost as high as it can be.

I'm not sure if crits are calculated per attack, or per target. Or if each pod of our attack calculates it's own crit but it definitely felt fairly consistent. I have around 10.7% base crit, with coralito's that's about 20% and while it isn't in any way high, a 10% chance on crit to proc elusive feels like it should be enough considering how often it procced during tests. I will think about it at least. Thank you!

Edit: Max endurance charges also sounds like a fairly good alternative. As I'm not going to create the boots just yet, there is still time to test out how elusive on crit feels against bosses. I've grown fairly used to Elusive during mapping but it's 5 points for a fairly "weak" bonus.

Edit #2: Now that we have the ability to modify what quality does for our weapon(or armour), is there a better choice than phys damage for weapon or evasion for armour? I currently have accuracy instead of damage on weapon and life instead of evasion on body armour craft saved, as I haven't been too sure if they're better or worse yet.
Last edited by Kessos on Jul 5, 2020, 5:45:32 AM
Been enjoying playing this build so far but I cannot figure out what im doing wrong, my stats are way below the ones you guys have, could anyone here take a look at my build and point out my mistakes?

https://pastebin.com/8wWEfZwn

Thanks in advance
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Kessos wrote:
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WolfieNa wrote:

Thanks for the feedback. Glad you enjoy it so far.

Regarding belts, good rolled Stygian is the best, then good rolled leathers. I used a leather one because that's what available to me at the time, and I got lucky with the rolls. Having no issue with resist, I didn't find it necessary to Stygian. +40 life on leather is ~zero cost, while having a similar life roll + some resist from an abyss jewel would cost quite a bit.

The best flask mod on belt: 1) Reduced charge gain (20%). 2) Increased charge recovery (30%?). You don't want Elusive from crit on your boots since we don't crit.


I just did some quick tests with a pair of elusive on crit(just 5%) boots, unallocating the elusive on kill passive and then just running around act 10. Even with just 5%, the Elusive uptime is almost as high as it can be.

I'm not sure if crits are calculated per attack, or per target. Or if each pod of our attack calculates it's own crit but it definitely felt fairly consistent. I have around 10.7% base crit, with coralito's that's about 20% and while it isn't in any way high, a 10% chance on crit to proc elusive feels like it should be enough considering how often it procced during tests. I will think about it at least. Thank you!

Edit: Max endurance charges also sounds like a fairly good alternative. As I'm not going to create the boots just yet, there is still time to test out how elusive on crit feels against bosses. I've grown fairly used to Elusive during mapping but it's 5 points for a fairly "weak" bonus.

I have respecced No Witnesses and spec'ed on to Swift Venoms for more DPS. I also tested Elusive on crit boot. I have 13.75% effective crit chance with Coralito and only gained Elusive occasionally in bossfight. Even in mapping, it's not consistent. On the mechanic side, if there is nothing change that I'm unaware of, the crit chance is rolled per action, i.e. when you shoot SA, not per target. In bossfight, we can't channel 5-stage SA as fast as we "tap" SA when mapping. Having said that, if you have different findings, do let me know.

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Edit #2: Now that we have the ability to modify what quality does for our weapon(or armour), is there a better choice than phys damage for weapon or evasion for armour? I currently have accuracy instead of damage on weapon and life instead of evasion on body armour craft saved, as I haven't been too sure if they're better or worse yet.

Imo, the best mod is quality -> speed on the bow. Increased APS on bow will increase the base APS. Similar to increase base crit for critical strike chance.


Edit:
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I've grown fairly used to Elusive during mapping but it's 5 points for a fairly "weak" bonus.

Have you tried the ALchemist's Quartz flask of Adrenaline (+15% spell/attack dodge + 30% speed) in mapping? It gives the same effect as Elusive but on a constant basis. In bossfight, replace the Quartz flask by Overflowing Chalice.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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Last edited by WolfieNa on Jul 5, 2020, 7:47:55 AM
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- You have Enduring composure crafted on the chest, you can free the small cluster that gives Enduring composure.

- Respec No Witnesses and go for Swift Venoms.

- Replace the flask jewel with another one with Distilled Perfection and Spike Concoction. We don't use Numbling Elixir anymore after the cluster jewel rework.

- Spread the pods better.

- You don't need poison immunity on your flask since you have 70+% chaos resist. You can get better mod such as increased APS on that flask.

- Your APS is quite low for this level of setup. You should have 8.5+ APS (yours is 7.0). I would suggest that you reroll your bow. You want 4/4 recommended mods and as much attack speed as you can get since it affects the base APS.

You have good gears and should have no issue with Minotaur with your current setup.



Thank you for your suggestions. I've made some improvements and it feels a lot more comfortable. Great Build and everybody should try!

https://pastebin.com/vpjC7h2R

Last edited by Khaolo on Jul 5, 2020, 8:43:33 AM
Has anybody tried this build in Hall of Grandmasters, yet? Is it doable?
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Khaolo wrote:
Has anybody tried this build in Hall of Grandmasters, yet? Is it doable?
You'd have extremely hard time when half of the random "masters" than can spawn are CI and completely immune to chaos and then also rock 80% block chance and regain ES on block and similar shenanigans. You might be lucky and not spawn any of them? They're random from a pool of possible "masters".
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WolfieNa wrote:

I have respecced No Witnesses and spec'ed on to Swift Venoms for more DPS. I also tested Elusive on crit boot. I have 13.75% effective crit chance with Coralito and only gained Elusive occasionally in bossfight. Even in mapping, it's not consistent. On the mechanic side, if there is nothing change that I'm unaware of, the crit chance is rolled per action, i.e. when you shoot SA, not per target. In bossfight, we can't channel 5-stage SA as fast as we "tap" SA when mapping. Having said that, if you have different findings, do let me know.

Have you tried the ALchemist's Quartz flask of Adrenaline (+15% spell/attack dodge + 30% speed) in mapping? It gives the same effect as Elusive but on a constant basis. In bossfight, replace the Quartz flask by Overflowing Chalice.


The alchemist's quartz flask approach is a good idea! I will try that. Will also try to get the attack speed for the bow. It definitely feels like the elusive on crit isn't really worth it for us after further testing of it's uptime. Good news though! This allows me to get another endurance charge!
Hi there,

How can I improve my bow?



Thanks a bunch!
Checking back in on the post, glad to see you're thriving in Harvest.

A few lessons learned from my Toxic Rain take on this build, investing heavily in tankiness and flasks:

-Loving Ailment Immunity and the Enduring Composure was a big upgrade in the phys mitigation.

-Dodge + Huge Life pool is great but WHEN I do get hit it hurts and semi-frequently get 1 shot. Divine flesh will eventually help with this but I think I'll always be susceptible to big Phys hits.

-The Foreboding flask isn't as strong as I thought/hoped and @Wolfie I have NO IDEA how you survive without an instant flask of some sort. Mine should be about ~13k over 6 seconds but feels nowhere near 2k life a second so I'll likely have to keep a divine flask as well.

-Close to having no mana cost on my TR so will be able to drop the enduring mana and pick up another, likely offensive, flask.

-Lastly and unrelated but my TR single target DPS feels awwwwful. Sirus feels especially horrible as he jumps around and I essentially do zDPS to him. Might switch some investment from flasks to another cluster jewel/passives.

Last edited by bahamut458 on Jul 5, 2020, 3:02:52 PM
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whiteyfang wrote:

Gratz.

How much gloves and jewel cost you?


Thanks! Gloves ~14 ex, Jewel was 12 ex when I bought it, although that's been dropping in value.

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