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HomelessDepot wrote:
I think the main question with Deadeye will be how far apart the Mirage Archers can spawn - if you can dash - mirage - dash - mirage - dash mirage to keep up 3 Quill Rain TR-archers that's going to be a lot of pods.

I could see +2 archers making up for 30% AOE and 15 more damage on paper, but actually playing, in the real game, it may be difficult/mechanically taxing.

+2 arrows is nice for clear and super late game if you can get enough AOE.

The good thing is you can respec to test the Deadeye vs Pathfinder question, unlike the old Pathfinder vs Trickster argument.


Someone have quoted on me regarding the range, and it is roughly a distance of lvl 15 dash, but best is to test it out by ourselves

Other stuff includes :
How long mirage archer can last (depends on your SFD [skill effect duration])
MA's target range, how far it can target monsters

But for sure it will have weaker burst, but maybe better sustainability. But also back to the main problem of mana sustain issues, which also limits your gear versatility.

For sure after conducting test it would be better than just conspiracy theories about it.
I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
Btw, do we really need both mana and hybrid flasks? (yeah i know about the fortify node) Its just that its kinda strange playing a PF build without even 1 unique flask ;p
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nogenem wrote:
Btw, do we really need both mana and hybrid flasks? (yeah i know about the fortify node) Its just that its kinda strange playing a PF build without even 1 unique flask ;p


Depends if your hybrid can sustain your mana consumption, but to me it's kinda difficult so I just stick with that. If you are able to sustain from hybrid alone, you are open to more options such as

Dying sun offensively
Taste of hate defensively
I cast remi - a very beginner friendly guide : https://www.pathofexile.com/forum/view-thread/2866127
Support me if you want to! ttv/remicaster1
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skoupidi wrote:
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Viktranka wrote:
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nogenem wrote:
Yeah, the real question now is: PF, Raider or Deadeye? ;/


That will restrain you from getting damage gear easily since you have to fix the mana issues no matter what. For instance it limits your option for a despair ring, increases the cost of obtaining a +1 amulet, eats away a jewel socket and etc. Also some crafter charge this craft because it's one of the most demanded crafts.

My point is that while fixing mana issue is relatively simple, but there's a huge downside to pay for that price


Getting - mana cost rings week 1 isn't expensive at all, remember they can also drop with that mod from a lot of sources. We got harvest back now, getting a decent despair ring with an open prefix won't be that hard. Same as with +1 amulet. You just chaos spam them in the garden, it wont be that hard to get usable jewelry. As for the jewel, you will lose 7% life,4% dot multi and 10% increased damage, but in turn you get: 4% duration, 100% of your mana for auras, never have to worry about no regen maps and an extra damage flask instead of the mana one.

Anyway, you can always start with a mana flask and change it up whenever you get the items needed to get 0 mana cost skills.
All that is coming from someone that has leaguestarted TR trickster the past 2 leagues. I always start with mana flask and never had any mana issues on any boss as a Trickster. Even killing A8 sirus week 1 with crap gear apart from a 6L + 2gems/attack speed bow, which is super cheap too cause of div cards and +2 bow essence.
Mana flasks have 5 charges iirc, unless your dps is superbad for whatever reason, then i dont see how you can go out of mana on most normal encounters, apart from a crazy t19 100% delirius boss.


100% this. Last 2/3 leagues I killed Sirus A8 with about 4k hp and had decent damage week 1-2. With an endless mana flask mana is never the issue. I would imagine with Deadeye and the high dps uptime of mirage archers mana would be even less of an issue. People always underestimate the effectiveness of persistent damage effects/abilities as in 1m damage dot builds often boss better on longer fights than 5-10m melee damage builds. That 10 seconds dodging abilities with 0 dps loss is amazing.
Hey guys,

I'm planning to run this as my league starter for the upcoming league.

What I asked myself are if the recommended Ascendancys for PF are still finde in 3.13.

Nature's Reprisal is fine because the 30% inc. AoE,
but Master Toxicist should now be worthless for us because we deal no poison damage, right ?
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FtH_Irian wrote:
Hey guys,

I'm planning to run this as my league starter for the upcoming league.

What I asked myself are if the recommended Ascendancys for PF are still finde in 3.13.

Nature's Reprisal is fine because the 30% inc. AoE,
but Master Toxicist should now be worthless for us because we deal no poison damage, right ?

Master Toxicist is worthless
Question, on Nature's Reprisal, they removed the "30% increased chaos damage" why doesn't that affect the build as much? It seems huge compared to 15% more chaos damage to attack skills, so why is it still an overall buff than a nerf?
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Asertyuio wrote:
Question, on Nature's Reprisal, they removed the "30% increased chaos damage" why doesn't that affect the build as much? It seems huge compared to 15% more chaos damage to attack skills, so why is it still an overall buff than a nerf?


It comes down to how the game calculated the damage together. All sources of INCREASED damage pool together so you might have 500% increased damage so adding 30% to that is only 530% which is less than 1% more damage. MORE damage is pooled into a different pool which usually is a smaller pool and then multiplied into the other numbers so let’s say you have 200% more damage and you add 5 to that. That 5% is actually the same damage increase as the 30% or just under 1%. The reason you see people call increased damage a noob trap is your leveling tree plus gear might have 500-800% INCREASED damage and very few sources of MORE damage. This means every point of MORE damage may be worth 5-10 points of INCREASED damage.

Sorry for the capitalization but I wanted to highlight what to look at to understand this situation that comes up so often.
Small clarification:

More Multipliers are not added together. They all work multiplicative.
So whatever your damage was before, with that 15% more chaos damage node you'll do exactly 15% more damage than before you took that.
(i.e. 100k dps to 115k dps)
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nogenem wrote:
Btw, do we really need both mana and hybrid flasks? (yeah i know about the fortify node) Its just that its kinda strange playing a PF build without even 1 unique flask ;p


Hybrid flask cant fully sustain me mana-wise at max cast speed, so best to have a mana flask to give mana
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