[outdated] Caustic Arrow Solo Map MFer (20/300+)

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TurtlesCanFIy wrote:
I can't seem to run maps with "Players cannot regenerate life, mana or energy shield". Am I doing something wrong? My mana doesn't regenerate from clarity.


It won't.

You just need to swap to a mana flask for those maps. Disable clarity during the map in order to give yourself a larger mana pool.
Jul 27, 2011 - Sept 30, 2018.
Having trouble with the bosses atm. Just running t5 and below. Also wanting to increase my damage, should I be shooting for the extra frenzy charges or start getting jewels?
Last edited by deathsmasher2#3083 on Aug 22, 2017, 8:14:51 PM
I prefer jewels because life + damage, but if you want straight up damage, charges.
Jul 27, 2011 - Sept 30, 2018.
I cant believe I missed that - guess I know why my damage went down, lol.

OK, at this point I should be able to drop the 5l ed setup I think - you do just ca to burn map bosses, right?

ty again
Theamazonbasin
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Godfeast_1 wrote:
I cant believe I missed that - guess I know why my damage went down, lol.

OK, at this point I should be able to drop the 5l ed setup I think - you do just ca to burn map bosses, right?

ty again


Yeah I've never bothered with a single target setup until 3.0 where I added the Decay support gem as a 5th link to the Frenzy CoH setup to give a bit more oomph to boss damage. Never really felt ED was necessary in a finished build. Boss damage has felt fine. Not the fastest, but good enough.

Feel free to play around with it though, you don't need to copy/paste everything I do. =)

And you're welcome.
Jul 27, 2011 - Sept 30, 2018.
entering T5 maps and bosses are becoming an issue again.

3k health doesnt seem enough, but having a hard time looking at the tree and gear to see where the massive boost to health pool comes from.

???
Theamazonbasin
You're still using Bisco's Leash. Stahp.

  • Leather belt with 80 explicit life will get you, on its own, an additional 270-300 life.
  • The 16+ levels you're missing from a finished build will get you another 520-580+


Note, these values are estimates for the bump you'd get in a finished tree: as such, they will be lower given that:

  • You haven't pathed up to Written in Blood yet, which is 20% life
  • Each jewel socket you use should be a rare jewel (aka, dump Poacher's Aim and Spreading Rot) with life/damage and resistance if you need. That will be (minimum) 30% life all told, and probably a 600 life bump.


This is the issue with investing in damage before survivability, and why I personally pick up the frenzy charges only after I've completed all the life nodes and jewel sockets.

Replace the two unique jewels you have with minimum 2-mod jewels with life & damage of some form (10-14% life total) and spec out of Frenzy charges into Written in Blood.

I'm not going to do the math on it, but in conjunction with a rare leather belt, those changes should net you probably ~700-800 life.

After that, grab Atrophy, one or two frenzy charges, the remaining 3 jewel sockets, then the last (one or two) frenzy charge(s).
Jul 27, 2011 - Sept 30, 2018.
Last edited by Serleth#4392 on Aug 25, 2017, 3:59:33 AM
doing a lot better - climbing into t7 maps now and have a better understanding of what I should be doing.



I have a question in regards to overall toughness.

Two parts actually - if i drop golem and vaal gems - how much do you really "feel" this later on?

Is it QoL or do they make boss fights half as long or something?

I am not using them in normal farming, just boss/harbinger/the occasional nasty rare mob.

Ive played around a bit and bosses still take me a minute with or without them at my level, so wondering.

If I decided to drop them, i would plan to run either cwdt/ic or a smoke mine/cwdt/detonate mines - which I am hearing provides a decent regular speed boost and survival against massive spike damage (harbinger packs, having been buffed, are now my number one death source).

Your thoughts?

Theamazonbasin
Golems are minor QoL. You can do without them and there won't be a noticeable difference, but it'll add up over time. So like instead of clearing (and these are totally arbitrary numbers) 100 maps a day without a golem, you would clear 105 with a golem.

Not sure what the actual difference would end up being but on a map per map basis it's fairly negligible. So you say it takes 1 minute to do a boss or something without a golem. It'd take you 58 seconds with one. That sorta thing.

VLT though, different story, even after the nerf it's an additional multiplier to your damage (unlike golems, which are increased). Definitely helpful for boss fights. That shaves more around 15% of time (10 seconds, in this instance) off a boss kill, presuming shocking ground is up the whole time.

I've never played around with the smoke mine setup, so I don't really have thoughts on that other than to say for normal builds I play, the Stibnite flask (smoke cloud + evasion) has been VERY helpful, so I can see a cwdt smoke mine setup working well too if you wanted to go for something more defensively oriented.

I've been playing this game for years though and played CA for 1.5 years at the start of every league and never really felt additional defenses were required past Acrobatics and Phase Acro, then the double Seething flask setup.

But, that's coming from the perspective of a relatively skilled player, so take that with some salt.

Feel free to try it out though. Not knocking it just because I personally don't need it.
Jul 27, 2011 - Sept 30, 2018.
Hey Serleth,

Just wanted to thank you for keeping this guide up to date for so long and with the same quality. It's one of the most comprehensive guide I've seen and it reflects how much you love this build (I've played this build back in the days and was impressed it was still going and was up to date with 3.0).

I'm having a blast leveling this character (level 47 atm).

I just sold the gear of my Bleedsplosion Gladiator and managed to get my hand on most of the gear needed for the build (300+ chaos):



Keep up the good work, we appreciate it! :)

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