[3.25] Scourge Arrow Poison Prolif Pathfinder - Fast, tanky, fun to play

Hi,

What's the recommended levelling skills?

Imported the latest Pastebin but it only goes back to lvl 70, and I don't see anything else on the guide.

Thanks!
just go caustic -> TR selfcast + ballista and grab something like that https://pastebin.com/xRaxbfrP till you get poison stuff to respecc into SA or tornado shot for leveling
Last edited by Vanderham#7973 on Oct 21, 2021, 4:45:02 PM
Patch notes got updated, and Survival Instincts' effect changed:
"
Survival Instincts: Now has "50% increased Flask Effect Duration" and "20% reduced Flask Charges Gained". It no longer grants +20 to Dexterity, or +6% to all Elemental Resistances. Existing items can be updated using a Divine Orb.
Last edited by SecretDragoon#3575 on Oct 21, 2021, 7:37:32 PM
"
SecretDragoon wrote:
Patch notes got updated, and Survival Instincts' effect changed:
"
Survival Instincts: Now has "50% increased Flask Effect Duration" and "20% reduced Flask Charges Gained". It no longer grants +20 to Dexterity, or +6% to all Elemental Resistances. Existing items can be updated using a Divine Orb.


This is a buff? Just swap all flasks to "use when effect ends" hit flasks when you enter the map and you should have them all the way through. It may not be a direct buff in best case scenario but on things like Sirus you'll have more uptime.

Only other maybe one I see is Survival skills
-Survival Skills: Now has “Flasks gain 2 Charges when you hit a Non-Unique Enemy, no more than once per second” and “80% less Flask Charges gained from Kills”.

But I think instincts will still be the way to go
Quick math, even without Replenishing Remedies (or the cluster taken at all) we still have a net positive 45% flask charges gained. While GGG doesn't show the whole number it does track partial charges gained and so being below a flat +1 breakpoint to charges gained is fine. I think instincts is still the way to go, or if we find we are way over sustaining now we have room for a Watcher's eye.

What I will likely personally do is drop Replenishing Remedies, move the mastery point for 10% flask effect to the field medicine wheel, and take the jewel socket north of Blood Drinker. This nets +20 int, and provides us with a 4th jewel socket so we can have timeless, splinters, survival, and watcher's eye with Grace Spell suppression for tank, or a Malevolence mod for damage.
Last edited by Baconade77#3678 on Oct 22, 2021, 12:08:43 AM
Thanks dude
So for new survival insticts and base flask duration changes, honestly, as baconade said it is a buff. Its quite hillarious ngl, like look at taste of hate for example, casual 20 second flask:

My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
Are the ward stuff necessary? Can i just go evasion based gear with Chaos dot multi? How much damage will I be losing if I go for the wardless version?
"
Z3los wrote:
Are the ward stuff necessary? Can i just go evasion based gear with Chaos dot multi? How much damage will I be losing if I go for the wardless version?


At least 30%-40% of damage, depends. Because nothing is stopping you from grabbing the dot multis on wardgear as well as they are all suffixes right.
My builds:
https://pobb.in/u/thedeathbeam
My site:
https://mapsofexile.com/
"
Dmillz wrote:
Which life flask mod are you talking about that doesn't stop at full life?


the new one that says "Recover an additional 40% of Life Recovery over 10 seconds if used while not on Full Life"
Last edited by Redwyne92#6467 on Oct 22, 2021, 3:44:55 AM

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