[3.13]🏹 Poison Barrage-VF / Scourge Arrow / TR PF | Bottled Fortify | The Tankiest Ranger + High DPS

whats the difference in dps between voltaxic rift and rare bow, if you were to take both setups to endgame?
From the Voltaxic Rift League starter build - what are the priority upgrades (bang for buck), for the end game build?
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aerial wrote:
whats the difference in dps between voltaxic rift and rare bow, if you were to take both setups to endgame?

Here is the sample of a Voltaxic Rift in an end-game setup that killed Sirus A8, wave-20 Kosis + Omni, and fully juiced T16 maps.
https://youtu.be/du1dvoYMUWY

Voltaxic Rift gives slightly higher hit damage, scalable with larger shock. While a perfectly-rolled elder thicket bow gives ~60%-100% higher combined DPS (hits + poison).


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spoonjabba wrote:

From the Voltaxic Rift League starter build - what are the priority upgrades (bang for buck), for the end game build?

Just to name a few: Awakened added chaos damage, Awakened unbound ailment (41% increased shock effect + longer poison duration), Dying Sun, 6-link chest with -mana cost and good life roll with an open suffix for +120% fortify effect when focus, medium flask cluster (distilled + spike concoction), enduring composure small cluster (assuming we cannot deterministically roll it with -mana mod on chest), boot with tailwind + endurance charge.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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Last edited by WolfieNa#3904 on Sep 15, 2020, 10:50:36 PM
This build is going to be hard for Single Target without Harvest.
But low dps single target Sirus is possible, without dying. Lets say 2 millon dps.
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Just to name a few: Awakened added chaos damage, Awakened unbound ailment (41% increased shock effect + longer poison duration), Dying Sun, 6-link chest with -mana cost and good life roll with an open suffix for +120% fortify effect when focus, medium flask cluster (distilled + spike concoction), enduring composure small cluster (assuming we cannot deterministically roll it with -mana mod on chest), boot with tailwind + endurance charge.


Hello, Thanks for the response.

Where does the +1 pod for SA Helm Enchant and additional arrow mod for bow/quiver fall into the mix for cost/dps?
Last edited by spoonjabba#1110 on Sep 15, 2020, 11:36:04 PM
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Akshay wrote:
This build is going to be hard for Single Target without Harvest.


Hold my beers. :)

Delirium league (3.10) footages (no Harvest/3.11 crafts):


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But low dps single target Sirus is possible, without dying. Lets say 2 millon dps.

Uh-oh..

Edit: fixed link.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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Last edited by WolfieNa#3904 on Sep 15, 2020, 11:50:48 PM
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spoonjabba wrote:
"

Just to name a few: Awakened added chaos damage, Awakened unbound ailment (41% increased shock effect + longer poison duration), Dying Sun, 6-link chest with -mana cost and good life roll with an open suffix for +120% fortify effect when focus, medium flask cluster (distilled + spike concoction), enduring composure small cluster (assuming we cannot deterministically roll it with -mana mod on chest), boot with tailwind + endurance charge.


Hello, Thanks for the response.

Where does the +1 pod for SA Helm Enchant

V-Rift's main DPS mechanism is dealing big damage hits that incurring large shock. It is done by scaling the initial arrows. Poison from the thorn arrow is very important, but +1 pod is not making a huge DPS gain.

In this regard, V-Rift reduces the cost of an end-game setup that often requires a helm enchant although having one will give an additional source of poison damage. The +1 pod enchant is just not as impactful as with non-V-Rift build. This allows you to either going full tilt with V-Rift as an end-game weapon or saving your bank for an ultimate Elder poison bow.

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and additional arrow mod for bow/quiver fall into the mix for cost/dps?

Best bang for the buck is Dying Sun with +3 arrows, before you've got another (permanent) +1 from quiver or bow.
Poison Scourge Arrow/Toxic Rain + Blast Rain PF| Bottled Fortify:
https://www.pathofexile.com/forum/view-thread/2851574
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Last edited by WolfieNa#3904 on Sep 16, 2020, 3:33:33 AM
What do you think about new marks?

Spoiler
Sniper's Mark - Previously named Projectile Weakness
Enemies afflicted by Sniper's Mark grant charges to Life and Mana flasks when hit, and cause projectiles that hit them to split towards other enemies.

No longer causes projectiles to pierce or knock back cursed enemies.
Cursed enemies now take 16% increased damage from projectile hits at gem level 1, up to 35% at gem level 20.
Cursed enemies now grant a Life Flask charge and a Mana Flask charge when you hit them, no more than once every 0.5 seconds at all gem levels. Note that this only applies to hits from the source of the mark (and not, for example, your minions).
Projectiles which hit cursed enemies now split towards 3 additional targets at gem level 1, up to 4 additional targets at gem level 20.
Cursed enemies now take 1% increased damage from projectile hits per 4% gem quality (from 1% increased damage from projectile hits per 2% gem quality).

Last edited by aerial#6615 on Sep 16, 2020, 3:20:53 AM
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WolfieNa wrote:

Best bang for the buck is Dying Sun with +3 arrows, before you've got another (permanent) +1 from quiver or bow.


Why exactly are the extra arrows that valuable? Don't they just allow you slightly easier placement of pods?
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My_Lego wrote:
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WolfieNa wrote:

Best bang for the buck is Dying Sun with +3 arrows, before you've got another (permanent) +1 from quiver or bow.


Why exactly are the extra arrows that valuable? Don't they just allow you slightly easier placement of pods?


most damage comes from initial projectile, so you get more coverage this way, don't need to wait for pods to clear all trash
but for bosses all you really need is +1 projectile to ensure all pods hit

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