[3.25] Scourge Arrow Poison Prolif Pathfinder - Fast, tanky, fun to play
" The math is pretty simple 125% (base DE) * 0.8 (base AS) * 0.5 (thorn arrow multi). That is 50% DE per pod. Regular caustic arrow has like 62%, poison CA has 70%, Barrage 55% (with 4 extra projs on top), Tornado shot 120% (assuming half of projs hit 60%, but you have ways to increase this number relatively easily so its way more). Like for single target its worse than any other existing single target option we have, its only good for clear You need to look at it on per arrow value and not think about pod limits and stuff, there arent pod limits, its 1 pod per arrow and thats it (and only 1 arrow per attack can hit anyway and multiple pods) My builds: https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ Last edited by thedeathbeam#7125 on Dec 8, 2023, 4:30:58 AM
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ok i get the math now.
But before with channeling we could only have 5-6 pods, since we had to channel the skill to max charge. Lets assume we had to stay still 1s for max charge. so for one second we had 6 pods firing. with the new sa we have no channeling, so we now have 6 pod per firing. let assume we now fire 3 times per second, that mean we now have 18 poods per second. which is HUGE around 3x more pod arrow who hits a target since the same pod cannot hit the same target twice. Am i wrong ? |
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" THe channeling is also way faster. You simply divide the DE by 5 when getting to max stages, so the DE for channeling SA is: (40% (base DE) * 1.9 (base AS) * 8.5 (5 stages multi) * 5 (primary proj + 3 pods hitting) * 0.5 (thorn multi)) / 5 That is 323% DE. And thats only 3 pods hitting. Which means to get here you need 6 projs on the new SA. And this do not accounts for SA first stage being a lot faster than second to channel into My builds: https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ Last edited by thedeathbeam#7125 on Dec 8, 2023, 4:55:34 AM
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Damn why'd they have to do Scourge Arrow like this man. It wasn't even getting a lot of love in the first place. They could have just put the helm enchant in a trans gem then call it a day
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" Or in base gem because bunch of skills got like 20% more damage in their quality straight up. Def dont like it but oh well. The new SA at least has purpose for self cast because with the helm enchant being removed regular SA is no longer usable for clearing as self cast lmao. My builds:
https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ |
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" Actually I hope to see they add more new SA gem cuz the helmet enchant is really good tho. |
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Hello, is this build reliable in 3.23? i wanna use it as a starter
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" This is more what I meant. It also has added chaos damage and infinite pierce. Other skills are probably better at it for clearing and for single target DPS, but it has a lot of what you want for clearing in the skill itself instead of you needing to add it. This might also mean that you can add an extra damage support and still have great clear compared to other damage clearing skills. I am a bit dubious on how wonky the arrow spread might be as we have had issues with that in the past. I forget, can you have more than one base arrow hit a target and do damage? Last edited by Maddest_Scientist#2870 on Dec 8, 2023, 10:24:41 AM
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Are you not using the new league Ascendancy?
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" It will most likely be primalist, but as we dont know any charms then it doesnt matter if I select it in PoB or not My builds:
https://pobb.in/u/thedeathbeam My site: https://mapsofexile.com/ |
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