[outdated] Caustic Arrow Solo Map MFer (20/300+)
Having fun with this build finally got the quiver this afternoon.
Last edited by openallhours#2096 on Jan 14, 2018, 7:50:04 PM
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I'm thinking of returning, and reading up on changes to the build in 3.0 and 3.1 and I noticed you have 2 minor gods listed as Gruthkul... I was confused at first and checked the wiki... the second Gruthkul should be Garukhan...
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Nice catch. Thanks.
Jul 27, 2011 - Sept 30, 2018.
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Please, share 3.1 passive three
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" It's there, just didn't edit appropriately. 3.0 = 3.1, no change to the tree. Jul 27, 2011 - Sept 30, 2018. Last edited by Serleth#4392 on Jan 22, 2018, 4:09:50 PM
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Thank's mate
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" I did spend a lot of hours with this build in the last 4 weeks. Regarding to my experience item quantity is more "important" than item rarity. Maybe important is the wrong word. But +30 % in IIQ (Over 60 % instead of ~30%) had a bigger impact than having 100 % more IIR. I personaly would drop an Andvarius for a Ventor's Gamble and the Gloves for a pair of Sadmias Touch. Furthermore i used a Divination Distillate. That gave me a total of 62 % IIQ and over 270 % IIR without having IIR on the Helmet. | |
Also want to add that Hidden Potential is great for leveling.
It allows you to play CA pretty much right from the start. Just disable your loot filter and pick up blues, use a Silverbranch and get a Silverbough at lvl31, use an empower if you have one and you should be fine. If that isnt enough, just get a +2 blue bow for even more damage. This jewel can carry you all the way up to maps as long as you have some life and you sort out resistances (with gear/jewels). Oh, and I also found out that weapon switching with a caustic cloud out will not get rid of the cloud, meaning you could potentially go for a crazy hybrid build with essence drain using a staff in your secondary weapon set or who knows what else. Having some sort of leech while playing this sounds great :) |
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" From what I can remember, investing heavily into the build back in 2.2... the differences you mentioned are a matter of how much people want to spend on the build... I dunno what the pricing looks like these days, but a good Ventor's back then cost me 1-1.5ex, and might require some other regearing... and I think there is a chart that shows that there is very little gain... but that depends how much you are picking up and how much time you are spending vendoring, and how efficient you are at it... In my mind, the advantage to IIQ is more straight currency, and maybe less focus on vendoring... |
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" IIQ is largely for currency / div card farming, while with IIR you're essentially looking to gamble more often (aka, loot more shit) for more chances at getting good items / chaos recipes. By dropping more items and getting more cracks at the RNG wheel, you're effectively increasing your odds at finding items that are worth selling. The side effect of this is that you're also generating a lot more alterations via vendoring, as you're getting a lot more items worth identifying. This is particularly useful for Elder/Shaper item farming as the items first roll for rarity, then whether or not the item is Shaper or Elder (if possible), or something along those lines (it's possible that Influenced items are simply another category of rarity, like normal/magic/rare/unique... either way, IIR improves the odds). So basically what it comes down to is a decision as to whether or not you want to farm more raw currency, or if you want to farm more items worth selling. In the former, take IIQ. In the latter, take IIR. I prefer loot explosions, so the guide is focused on IIR =) Jul 27, 2011 - Sept 30, 2018.
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