[3.10] OneShotKill Elemental Hit Ballista Hiero - 9.6 million DPS - EZ Boss Killer + budget friendly
Ignite prolif...we do between 100k-200k ignite dps.
a white mob has 10k hp a blue mob has 50k hp the most badass rare mob has 200k hp... |
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Since getting a Chin Sol bow with an additional arrow is pretty pricey. What mods could you get on a rare bow that would make it comparable?
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" Hi buddy, keep in mind that some of these mobs have high elemental resists. simplified calculation: a mob has 200k life with 80% fire resist, you need to deal about 1 million damage to kill this monster with fire damage (penetration mechanic and so on neglected). Cheers |
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" A compareable rare bow (with an uncorrupted Chin Sol) damage-wise is more expensive than the +1 arrow chin sol (at close range). Cheers |
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60+ frostferno pfff
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should i try to put 20% dmg on it or stay with the flat fire dmg?.. Do you guys have max ress or are you happy with ~30? |
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" I would put 20% damage for elehit (flat dmg could be preferred for other skills). Max res is a must for endgame. |
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" Shaper has 40% ele resist, 60% is a bad map mod, 80% almost never happens. It isnt meant to kill bosses, just to clear stantard trash, we loose about 25% dps by switching out combustion for ptrolif, meaning when when evrything is dead the totems will auto-focus on the rare. Just try it out on a underground sea, without over lvling you should get 500kk exp in contrast to the 300kk you do normaly |
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hey buddy, how do you get 5 totems?
cheers!! |
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" 3.5 (Betrayal) Spoiler The patch 3.5 brought many balance changes to Path of Exile. Two changes will effect this build. (I guess it was too overpowered after all) - But an important note at the beginning: It is still a very powerful build, in my opinion still the best overall build in the game in terms of map clearspeed and uberelder farming & great delve grind potential. 1) Chin Sol Bow got nerfed to 50% increased damage at close range (down from 100%). With my char & gear I edited the Chin Sol in PoB to the 50% roll and the damage loss / output per totem is decreased by 24%. 2) The Hierophant Ascendency now only grants +1 to maximum Totem (down from 2). This means, we have a total Totem count of 4 (down from 5). But at the same time we now summon 2 totems per cast (up from 1) and we get 3% increased flat damage per totem (total of 12% increased damage). This compentates mostly the missing totem. And for endgame boss-killing it is nice to have a faster output of the maximum damage-potential (2 casts to have all totems up).
Spoiler
Literally the first part of the guide...
Last edited by BlizzardSpy#5808 on Jan 15, 2019, 10:53:45 PM
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