[3.25] Scourge Arrow Poison Prolif Pathfinder - Fast, tanky, fun to play
I would like to mention, that passive masteries for dagger and claw aren't that bad and the nodes themselves can give not half bad attributes like chaos damage over time multiplier and chance to poison.
From playing with the tree I think anything that benefits from crit could be viable this league. Even if it isn't worth a large amount of investment the extra +50 multiplier from critting is good. I am also seeing a LOT of damage over time multiplier on the tree. Does anybody have an idea of when you would want to tone down multiplier or let it be as increased gets so high naturally? |
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" From what I can tell from the tree, options close to ranger are: 16% spell suppression from the Entrench cluster, bottom right 30% spell suppression from the Invertate cluster, next to acrobatics 17% spell suppression from the Quickstep cluster and Intuition node, right at ranger start 10% spell suppression from Revenge of the Hunted node, just above ranger start. Requires full HP 10% spell suppression from Void Barrier, just above ranger start. Requires full ES 10% spell suppression from the spell suppresion mastery, provided boots, gloves, and helmet have evasion, which would mean no ward from those. 10% spell suppression from Quartz flasks So we have relatively easy access to 73% spell suppression. Meaning, Entrench + Invertate + Quickstep + Intuition + Quartz flask. We have further access to 30% conditional spell suppression from Revenge of the hunted, Void Barrier, and spell suppression mastery. We can increase the effectiveness of spell supression from 50% to 55% with Invertate + spell suppression mastery Elusive doesn't contribute to spell suppression but does provide with 15% chance to avoid damage taken from hits. Which makes it a seperate defense layer. Similarly Vaal Grace doesn't provide with dodge or spell dodge, but it does cause spells we suppress to have unlucky damage, so that is another layer of defense, I suppose. One of the spell suppression masteries, causes us to debilitate an enemy if we suppress spell damage from them, meaning they deal 10% less damage. This is only for 1 second apparently, and I am not sure if this also affects the hit being suppressed or only subsequent damage. Aside from this, do we know what changes the cluster jewels have that formerly gave dodge and spell dodge. Those could have further interesting effects, or just provide more spell suppression. Anyway, we definitely have access to enough spell suppression to be able to reach 90% and even 100% from the tree and a flask alone. And a lot of the stuff that contributed to having high dodge has been turned into seperate effects that provide further defense. Damn this got long, and way too much spell suppression, sorry got too enthusiastic |
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" Hey, POB have just been updated, can we have a pastebin of what you have theorycrafted? |
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" Dying sun is fantastic for clear and you need at *least* one more arrow so the pods don't just go all past the boss in single target scenarios. |
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I'm maybe on copium too much but I hope for strong scourge mods we can put on every gear slot.
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Not gonna lie, it's not looking too great.
This is still the most likely starter for me but the massive loss of defences is going to feel horrible. |
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My builds: https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ Last edited by thedeathbeam#7125 on Oct 18, 2021, 4:41:59 PM
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" Transcendence not going to be a thing, then? |
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" Probably as alternative tree, but atm I am more focused on build being actually functional without transcendence then i can start pobbing other setups My builds:
https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ |
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Another small update:
https://pastebin.com/6uL3dhLL So with Skin of the Lords with Magebane we get uuh 84% chance to suppress spell damage what is alright-ish probably. And then on grasping mail we can craft spell suppression instead (with hopefully high enough value). And then probably on boot suffix to push it to 100% We are still losing defenses but its not so bad anymore (still quite bad but before it was horrible). Also put withering touch on ballistas and dropped withering step and replaced it with dash as I think for most content actually dodging stuff with good movement skill will be more important (and overall withering tocuh is DPS boost as it gets us to 15 wither stacks). My builds: https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ Last edited by thedeathbeam#7125 on Oct 18, 2021, 4:55:35 PM
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