[outdated] Caustic Arrow Solo Map MFer (20/300+)
" I'm going to chime in with my opinion, hope you don't mind... This is a personal preference setup I enjoy running on my CA character in standard league. In challenge leagues I usually run a fewer number of sockets/links overall, and keep portal in my main set up.
3L: Blood Rage - Vaal Lit Trap - Increased Duration
Once the 3.0 patch launches I was going to test replacing Faster Projectiles with Decay. While the Blink Arrow mobility is really fast, it is certainly not needed. This would give both the golem and the blink arrow clone the ability to inflict decay. Which for bosses with no, or very few, adds should help greatly. Also as Serleth mentions with the changes to the allocated nodes with the 3.0 changes a 3L or 4L ED set up might be just the boost needed for single target and boss damage. It might help make leveling chaos damage smoother as well. |
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RE:
Spoiler
Thanks for your kind words =)
Enhance improves the quality on a gem, and it's important to note it only effects active skill gems. So in this case, it would only improve the AoE of the cloud. Given that Drillneck will (more than likely) no longer be effective for the build come 3.0, we'll be running a rare penetrating arrow quiver with life and resistances, allowing us to get Carcass Jack equipped more easily and/or offset resistances on jewels for more damage rolls. This will provide us with far more dps/QoL than running Enhance would. If you're going to drop IIR, it should be for a straight dps multiplier gem. Given that we run CA - VM - RD - CE - Empower, that leaves Slower Projectiles as the clearcut winner. The culling option is fine, though I think you'd be better off adjusting the Frenzy CoH setup, going with Frenzy - GMP - CoH - Vuln - IIR - IIQ, dropping GMP for the new Decay support if you wanted to add more dps to bosses and weren't that concerned about the QoL factor on cursing. Our build doesn't really have much room to add things for single target, but the common options are investing in a +3 bow rolled with Essence of Decay (expensive as hell), the aforementioned Decay gem switch, and possibly an ED setup instead, which will benefit from our projectile damage, DoT and chaos damage nodes (we'll be picking up a lot more chaos damage come 3.0 due to the changes to Drillneck and Dirty Techniques, so this becomes a more effective option). There aren't any bow skills that would benefit us greatly with our tree so uninvested in traditional bow nodes. Thanks for advice Serleth, absolutely missed the part about Enhance/Empower affecting only "Skill gems", indeed adding more quality on CA would be a waste. And pairing new Decay with Frenzy is very sound idea for additional single Target DPS. Only thing im missing is how IIR/IIQ support gems work, initially i thought that Culling Strike is needed to secure a kill and Trigger those gems as theres big possibility CA will finish the boss and IIR/IIQ would have no effect, or am i missing something? |
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" like bisco wander strand speedrunner or some kind of mf totems? erm, no. No rest for the wicked
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" Damage over Time effects are fully compatible with the IIR and the IIQ support gems. So if you have Item Rarity Support linked to Caustic Arrow and the monster dies from CA (cloud or hit) the game will use the rarity value from the support(in addition to gear) in determining the items dropped from the monster. No Culling Strike needed. When a monster dies while being affected by DoTs from two different sources, the DoT applied first is given the credit for the kill. Lets say you have CA without Item Rarity and Frenzy with Decay and Item Rarity. Your goal would be to apply the Frenzy/Decay first. This way if the monster dies while under the effects of both DoTs the Frenzy/Decay with extra Rarity is credited the kill. No Culling Strike required, but the timing might be tricky. You could add Culling Strike to the Frenzy set up in the above example, and the kills from Culling would always have the increased Rarity value. Hits dealing the final blow are a guaranteed kill credit over the applied DoTs when said monster dies. Over all the build guide doesn't use Culling Strike because it is not needed in a solo play setting. If you are playing in a party, or are going to start using two DoTs, tracking who or what gets the kills for magic finding purposes becomes a little more confusing. |
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" Thx Chrono for clarification, i certainly can see how timing can be tricky, but its something ill have to test in real environment to see how hard it is to hit the sweet spot. What are your thoughts on using Support Blind with Fire golem and Maloney's Nightfall quiver? As i think that quiver will be fairly cheap and easy to get early. Last edited by HoshiBoshiSan#2862 on Jul 27, 2017, 9:44:40 AM
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" Maloney's Nightfall always struck me as a defensive kind of quiver. The life, attack speed, and chaos resistance are all decent stats. The smoke cloud created from the quiver is about the same radius as the flask. If the cloud is triggered by projectiles or spells the users of those skills will likely not be blinded. Linking blind to a different skill or using the flask, could be a decent way to conditionally have 40-60% increased damage. Comparing Nightfall to the current (2.6) quiver of choice... Drillneck provides a little less life, always has the conditional 50% increased damage(assuming 100% pierce), some attack speed, and provides a lot of evasion. However looking towards 3.0, I think the best option is still Serleth's suggestion of eschewing a unique quiver for a rare life/resistance quiver. The rare quiver provides more flexibility in resistance balance. Enables the potential for jewels with life and three damage properties, and makes Carcass Jack easier to equip. The ability to use Carcass easier is the biggest boost. In beta, so subject to change, the increase area damage changed from 12% to a range between 40-50%. I know if I find a Drillneck I would still test and see how it feels in 3.0, but I think the goal will be a rare quiver. Also after writing this answer I might also give nightfall a shot too. I'm curious to see how it feels with how I normally play this build. |
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" It's okay. You need to run Frenzy in your chest with the Blind support gem, as the when-hit mechanic isn't reliable enough as an evasion build to generate the blinded status to benefit from the damage boost, and unless you're running a corrupted +1 arrow quiver you completely lose any implicit QoL. Thing is, if you're willing to invest in the build to get great gear in other slots, you can run Carcass Jack currently in 2.6 no problems with Drillneck up. You get a 120%+ resistance quiver, you should be able to remove all resistances on jewels for extra damage, to the tune of 60-72%, which outstrips Maloney's. It'd be a decent and cheap interim option for the damage boost, no question, but it takes away the 5th link slot for Decay in the Frenzy setup as well. In a finalized build, I can't recommend it. I'm just wondering if we'll get a new quiver or two in 3.0 that might prove interesting for the build =) Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Jul 27, 2017, 1:10:39 PM
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" From this post I'm noting this more to remind myself to investigate it. It doesn't say "with attacks," but rather with attack SKILLS, so it should still scale the CA cloud damage. As someone else pointed out in the thread though, the Tinkerskin trapper chest no longer makes any sense. Generate frenzy charges when a trap is triggered, AND not be able to take any advantage of it. Weird decision-making. EDIT: Confirmed, CA cloud still modified by frenzies. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Jul 28, 2017, 3:39:50 PM
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" Well, that's good news at least. Was definitely going to be trying out a CA build in 3.0 at some point but the frenzy nerf seemed like it was going to be quite a big deal. Glad to know it isn't. Now I can try to gear one up whilst running my league starter of SRS! |
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poeurl.com/bnZ3
opinions? 300% increased dmg for caustic cload / essence drain 220% life + some 1500 mana to be used by mind-over-matter |
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