[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?
"
xardas149 wrote:


The eva numbers look perfectly fine. The only hole we gotta fix seems Spell Supression.


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


"
thedeathbeam wrote:
"
xAlchemist wrote:
Have you looked at the leech masteries? There's a node that gives
`20% increased Maximum total Life Recovery per second from Leech`

That could be good with `Vitality Void` and `Vaal Pact` for Strength of Blood


Well if we want to utilize new flask affix for perma regen we cant use strength of blood anymore. And I think I value the perma regen over strength of blood.

"
Cyander wrote:
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thedeathbeam wrote:
Alright so I did a bit more work in PoB, defenses are still absolutely fucked but at least I got the damage back:



With some reservation efficiency for both grace and malevo I can run HoAG, petrified blood, grace and malevolence at same time and thanks to new flask affix we can run blood rage again and also get frenzies what makes up for the damage loss entirely. I still dont know what to do about defenses tho but its a start.


Aside from wind dancer, what other defences got gutted/removed?
Missing dodge for both spells and attacks, and spell suppression not being enough aren't the only things right?


Wind dancer loss is massive. And removal of acro and phase acro means we lost Arctic Armour for defense (as we need to reserve grace) and we lost bunch of points from tree as we have to piick up spell suppression (what even with 9 point investment I have on tree for it is still worse than phase acro sadly). And vaal grace was nerfed what is another huge hit.


Hey, POB have just been updated, can we have a pastebin of what you have theorycrafted?
"
xardas149 wrote:
"
IlyaK1986 wrote:
It's 50% spell damage reduction. That's all you get.

Chemist's jade flask of reflexes + grace + eva gear means attacks aren't going to be too big an issue.

However, a BIGGER issue is that the build only reaches 70% chance to poison on tree, and HoAG is another 20%.

Furthermore, without the minors around primal spirit, this build doesn't reach 50% increased flask effect for +1 arrows on dying sun.


Who the fuck is using dying sun on this build?!

The eva numbers look perfectly fine. The only hole we gotta fix seems Spell Supression.


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.
I'm maybe on copium too much but I hope for strong scourge mods we can put on every gear slot.
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.
Alright so here is current tree for anyone interested:

https://pastebin.com/TN95e4kZ
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
"
thedeathbeam wrote:
Alright so here is current tree for anyone interested:

https://pastebin.com/bLrUHgTc


Transcendence not going to be a thing, then?
"
VitorLabes wrote:
"
thedeathbeam wrote:
Alright so here is current tree for anyone interested:

https://pastebin.com/bLrUHgTc


Transcendence not going to be a thing, then?


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/
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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